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Character VS Character BGM- Anyway to do that? (Read 810 times)

Started by Palimification, October 19, 2012, 08:41:14 pm
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Re: Character VS Character BGM- Anyway to do that?
#21  October 21, 2012, 08:07:11 pm
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that in statedef -2 will work.


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Re: Character VS Character BGM- Anyway to do that?
#22  November 01, 2012, 12:12:35 am
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So it finnaly worked. Only known bug is when you try to switch to fullscreen in middle of the match it seems
And when the host character does a Taunt

Code:
[Statedef -2]
type = S

[State -2, PlaySnd]
    type=playsnd
    trigger1=numenemy
    trigger1=enemy,name="ENEMYNAME"||enemy(numenemy=2),name="ENEMYNAME"
trigger1=(stateno=5900||(stateno=[190,199])&&roundno=1)&&time=1
    value = SGROUP,NUMBEROFSOUND
    volume = 99999
    channel = -1
    ;lowpriority = -1
    freqmul = 1.0
    loop = 1
    pan = 0
    ;abspan =
    ;ignorehitpause =
    ;persistent =
    [State -2, AssertSpecial]
    type=assertspecial
    trigger1=numenemy
    trigger1=enemy,name="ENEMYNAME"||enemy(numenemy=2),name="ENEMYNAME"
    flag = noMusic

Here's a template for anyone who wants ;)
Last Edit: November 01, 2012, 12:25:41 am by Palimification
Re: Character VS Character BGM- Anyway to do that?
#23  November 01, 2012, 12:53:20 am
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Taunt is often state 195 so it's repeating your original playsnd.

If you can confirm that you have no intro's beyond that swap to

stateno = [190,194]

Will solve it.


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