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MakeDust (SCTRL) Deprecated (Read 9795 times)

Started by JustNoPoint, October 29, 2015, 11:54:20 pm
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MakeDust (SCTRL) Deprecated
#1  October 29, 2015, 11:54:20 pm
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This controller is deprecated; use the Explod controller.

Creates dust effects.

Required parameters:
none

Optional parameters:
pos = x_pos, y_pos (int)
Specifies the position that the dust should be drawn at, relative to the player's axis. Defaults to 0,0.

pos2 = x_pos, y_pos (float)
Specifies the position to simultaneously draw a second dust cloud at. If omitted, the second dust cloud is not drawn.

spacing = value (int)
Determines the number of frames to wait between drawing dust clouds. For instance, spacing = 3 (the default) will draw a new cloud of dust every third frame. spacing should be 1 or greater.

Example:
none
Last Edit: December 02, 2015, 03:23:38 pm by Just No Point
Re: MakeDust (SCTRL) Deprecated
#2  December 21, 2016, 11:51:27 am
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Just to be clear, What can we put exactly, so

Code:
[State 105, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

is perfectly mimicked?
Is there a way to use the default system sprite used by MakeDust in the Explod?


----
Using 20S suggestions, I came up with this

Code:
[State 0, MakeDust]
type= explod
triggerall = time%6   ;Becomes spacing
trigger1 = Time >= 0
pos = -16,0
anim=f120
ontop = 1

Seems to work exactly the same. Without ontop, the explod would fall behind P1 and/or P2. MakeDust never seemed to do that.
The time% is used for the timing of spacing. There may be an issue if you start the explod at say, time = 7 and your spacing is 4. I believe for that you'd want to use
triggerall = time%4=3
because 4+3=7
vVv Ryuko718 Updated 10/31/22 vVv
Last Edit: January 05, 2017, 12:57:56 am by Odb718

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Re: MakeDust (SCTRL) Deprecated
#3  January 04, 2017, 06:54:04 pm
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^ yes

just like for sounds you put an f in front of the value. the dust animation is 120.

Code:
[State ]
type=explod
trigger1=1
anim=f120
pos=16,0

Explod Topic said:
anim = [F]anim_no (int)
anim_no specifies the number of the animation to play back. The 'F' prefix is optional: if included, then the animation is played back from fight.def.
Re: MakeDust (SCTRL) Deprecated
#4  January 05, 2017, 06:31:16 am
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Makedust lets you create 2 dusts at once, To replicate that aspect you actually need 2 explod controllers as well. 1 with an alternative trigger would net a 1 tick gap between the 2 animations, although that is pretty minor.

I actually quite like makedust. I can understand the deprecation but i have found it useful sometimes because it's simple and requires no sff or .air effort.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

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Re: MakeDust (SCTRL) Deprecated
#5  January 12, 2017, 05:23:41 am
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i can't understand why they're deprecating useful things like this and player helpers but not deprecating (per se) extremely dumb shit like .CMD.

what fucking ever elecbyte.
Re: MakeDust (SCTRL) Deprecated
#6  January 12, 2017, 05:40:45 am
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how exactly is this useful when Explod and (to an extent) Projectile can serve the same purpose
Re: MakeDust (SCTRL) Deprecated
#7  January 12, 2017, 05:49:52 am
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Makedust is safe in custom states. And 1 controller allows for 2 to spawn.

It has been overridden and it is totally reasonable why, explod is far more flexible, but for quick dust puffs, makedust is excellent, 4 lines of code and you're done.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: MakeDust (SCTRL) Deprecated
#8  January 12, 2017, 05:57:34 am
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Safety in custom states is more or less due to using animations from fight.air, though, right? You could still achieve the same thing with Explods.