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A few issues concerning the Arcade mode (Read 218 times)

Started by Lord Mike, December 16, 2010, 04:50:01 pm
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A few issues concerning the Arcade mode
#1  December 16, 2010, 04:50:01 pm
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Hello. I have a few questions about the arcade mode that need some clarifying.
First, can i set the arcade mode so that i can fight more than 10 chars? If so, how?
Second, i want to have a char display a different animation for it's continue screen (instead of the basic 5300). So i have added what sprites i want to use as anim 5500, and all i get is a small fraction of that anim in the bottom right corner. Then i went in and tried to code something:
[mcode][Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0
[State 5500, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500
[State lordmike]
type       = Explod
triggerall = !numexplod(5500)
trigger1   = anim = 5300
trigger1   = time = 0
anim       = 5500
ID         = 5500
pos        = 0, 0
postype    = p1
bindtime   = -1
scale      = .5,.5
ownpal     = 1
ontop      = 1
keyctrl    = 0
removetime = -1
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999
sprpriority   = 1000[/mcode]
But the anim is still positioned in the bottom right corner...
Can anyone please help me?
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Re: A few issues concerning the Arcade mode
#2  December 16, 2010, 06:00:51 pm
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Sorry dude you cant make more of 10 matches i mean 10 defined with orders matches, but you could set countless fights to order... i mean 3 fights in with chars in order 2, 5 more with chart in order 3, and etc etc.

__

mmm about your continue screen its easy, just complete the anim 5500, and that change your default anim 5300

;---------------------------------------------------------------------------
; Continue screen animation
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500


Red Code its used for that, mmm talking about your explod... mm i cant understand... why are u using a half scale for it... its obvious that your "xplod" looks small. if that isn't your problem with explod XD sorry i misunderstand that.
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Re: A few issues concerning the Arcade mode
#3  December 16, 2010, 06:08:37 pm
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Sorry im making a doblepost  :'(

just for say your trigger never works because you are triggering with a "trigger1 = Anim = 5300" so before of that you have a changeanim... so when your explod sctrl is being read you have an 5500 anim so you can activated becouse this trigger, so move your explod code before of change anim

Eg.

[mcode]
[Statedef 5500]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State lordmike]
type       = Explod
triggerall = !numexplod(5500)
trigger1   = anim = 5300
trigger1   = time = 0
anim       = 5500
ID         = 5500
pos        = 0, 0
postype    = p1
bindtime   = -1
scale      = .5,.5
ownpal     = 1
ontop      = 1
keyctrl    = 0
removetime = -1
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999
sprpriority   = 1000

[State 5500, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = SelfAnimExist(5500)
value = 5500
[/mcode]

sorry i read it again, while im testing what are u trying to do  :sugoi:
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Re: A few issues concerning the Arcade mode
#4  December 16, 2010, 07:26:53 pm
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Coding it didn't get me anywhere, but moving the sprites from 0,0 with -300,-300 did.
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。