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Many KO sound (Read 1214 times)

Started by KamiyaKasshinRyu, January 14, 2009, 03:49:56 am
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Many KO sound
#1  January 14, 2009, 03:49:56 am
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The KO sound is 11, 0 right?
How you make it many?
Like (11,1) or (11,2) ...?
Because I can't find where is the Playsnd with the value of 11, 0.
Re: Many KO sound
#2  January 14, 2009, 03:58:56 am
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to be honest, i can't say i understand your question at all.


If you need sounds with those sound group and numbers the go to the snd and do it. If you need to play more than one sound at once, then, well... use more than one playsnd.
Re: Many KO sound
#3  January 14, 2009, 03:59:08 am
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Managed by the engine.

If you want to set up lots of them. You need to have none, and specify your own special one to occur on death. This of course disallows the KO echo effect.


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Re: Many KO sound
#4  January 14, 2009, 04:07:45 am
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Re: Many KO sound
#5  January 14, 2009, 04:10:05 am
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Oops sorry.
What I mean is to have different KO sounds.
It will be like this.
[mcode][State -3, ****]
type = PlaySnd
triggerall = time = 0
trigger1 = stateno = (KO?)
value = 11, Random%9
channel = 0[/mcode]

Thanks.
Re: Many KO sound
#6  January 14, 2009, 04:15:26 am
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it depends on how many you have

if you have 3 starting at 11,0 11,1 11,2

then it's

11, 0 + random%3

depends on how many you have, if you have 4 then its 0+random%4,  of course they must be consecutive numbers.
Re: Many KO sound
#7  January 14, 2009, 04:20:38 am
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Where do I change it? In common1.cns?
Because maybe I can't find any Playsnd that have the value of 11,0...?
Ony this:
[mcode][State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)[/mcode]
and this:
[mcode][State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)[/mcode]
Re: Many KO sound
#8  January 14, 2009, 04:27:06 am
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You create the playsnd yourself and trigger it so it activates during death, it's probably better to summon a helper during death that activates the death sound. that way it's easier to manage the frequency of the sound and it still activates when you die during custom states.
Re: Many KO sound
#9  January 14, 2009, 04:36:46 am
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Oh Ok.
Wait have some few questions.
*The helper should be invisible right?
*the right trigger is Lifemax = 0 or Life = 0?
*I should use AssertSpecial with the flag of  - nokosnd?
Thanks.
Re: Many KO sound
#10  January 14, 2009, 04:39:39 am
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do what make sense, i'm not going to say anything further, as you just showed me me you know everything you need to know. Test those things out for yourself. :)
Re: Many KO sound
#11  January 14, 2009, 04:52:53 am
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there are many other ways besides the helper method (I dont use a helper in my case but my way is more complicated)

*The helper should be invisible right?

give it an invisible animation with no CLSN boxes, that will do the work

*the right trigger is Lifemax = 0 or Life = 0?

u better combine that with !alive and other triggers because maybe the char is with 0 if life but still not dead (like getting hit during a ranbu kind of move where the last hit is the killer one)

*I should use AssertSpecial with the flag of  - nokosnd?

no need to if your char doesnt have a ko sound, also the helper should have other asserts and stuff like not getting width and others so chars cant be pushed by the invisible helper, or just give him a far pos like 999999,999999.
pls
Re: Many KO sound
#12  January 14, 2009, 04:55:59 am
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the point was to make him learn that stuff through testing it out. :P

also the helper won't get width out of no where when it is a normal type helper, the helper just needs to activate the sound once during it's state and just stay there until MUGEN destroys it. No extra asserts are needed.
Last Edit: January 14, 2009, 04:59:53 am by Rajaa
Re: Many KO sound
#13  January 14, 2009, 04:57:56 am
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Just remember not to use 11,0. 11,0 will be played unless you specify it to be off. Easier to leave it out and not make use of it anyway.


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Re: Many KO sound
#14  January 14, 2009, 05:00:46 am
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the point was to make him learn that stuff through testing it out. :P

no, the point is to put him in the right direction, why making him make such mistakes if they had nothing to do with the solution? how someone with not too much coding knowledge would guess the  correct triggers without help? that's why they come here, to ask for help as they dont know the answer.

Quote
also the helper won't get width out of no where when it is a normal type helper, the helper just needs to activate the sound once during it's state and just stay there until MUGEN destroys it. No extra asserts are needed.

Maybe he's using a template or something that gives the width (or maybe FF gives it too I dont recall it) so he must be on caution with that kind of stuff anyway
pls
Last Edit: January 14, 2009, 05:05:36 am by Rednavi
Re: Many KO sound
#15  January 14, 2009, 05:11:28 am
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He provided decent knowledge of the triggers he needed and how the helper should be, so he was doing no guessing, he was just asking without testing it out first; you learn more by testing and learning what works and what does not, that's much better than getting straight to the answer without stepping on a few stones first.


If you make a normal type helper it does not give width at all, not even fighter factory can make MUGEN give a helper with width if you don't specify; even more so when the animation you make has no collision boxes.  :S
Re: Many KO sound
#16  January 14, 2009, 05:15:16 am
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If you make a normal type helper it does not give width at all, not even fighter factory can make MUGEN give a helper with width if you don't specify; even more so when the animation you make has no collision boxes.  :S

Maybe he's using a template or something that gives the width (or maybe FF gives it too I dont recall it) so he must be on caution with that kind of stuff anyway

also CLSN boxes have nothing to do with width  o_O

V yeah pretty much :D
pls
Last Edit: January 14, 2009, 05:21:08 am by Rednavi
Re: Many KO sound
#17  January 14, 2009, 05:17:05 am
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>_<

as long as KamiyaKasshinRyu knows what he needs to know, our deed is done. :)
Re: Many KO sound
#18  January 14, 2009, 05:29:09 am
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u better combine that with !alive and other triggers because maybe the char is with 0 if life but still not dead (like getting hit during a ranbu kind of move where the last hit is the killer one)
Oh! Why dont that thing come in my mind. !alive is much better. Thank you.

Just remember not to use 11,0. 11,0 will be played unless you specify it to be off. Easier to leave it out and not make use of it anyway.
Oh! Why dont that thing come in my mind.I should use 99,0 rather than 11,0.Thank you.

Everyone everything is Okay.  :o
Thanks for those help.

 :)
Re: Many KO sound
#19  January 14, 2009, 12:02:53 pm
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You dont need complicated controllers or even a helper.
A simple way to do it would look like this:

Put this controller into state -2:
[mcode][State -2, KO sound]
type = PlaySnd
trigger1 = !Alive && (var(50) != -9999)
trigger1 = var(50):=-9999
value = 99,Random%9[/mcode]

Like it was said before 11,0 sound must be silence/non existent. In this case you put the sounds into 99,X and there are 9 different ones.
var(50) is just an example, it could be any variable that you dont need after death (thats why I set it to -9999, a very unusual value).
Anyway you need the var to prevent your sound from being played more than once.
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Re: Many KO sound
#20  January 14, 2009, 08:52:34 pm
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Just in case you don't realise it

Putting a variable in a trigger with the := parameter sets it to a value. It will not be -9999 the first time that trigger is read because the trigger itself sets the variable on the same tick. However it will be -9999 on the second tick when it tries to read it again.


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.