OK ive gotten multiple taunts by ifelse(random>500,195,196)..my problem is they both have the same snd how can i make it so that both the randomly triggered taunts have seperate snds?
महान सम्राट said, June 12, 2009, 07:07:09 amChange the playsnd sctrls in the states....Yeah, this will work.
ok i have ONE state that is the taunt state..ifelse(random<500,195,190)^^ thats the animnow my problem is the sounds i want for anim 195 still play for 190...how do i make it so that when anim 195 is triggered...the sounds for 190 dont play and only the sounds for 195 play? and vice versa.. ???
Use a playsnd along with another ifelse statement.exmaple:playsndtrigger = blahvalue = s195, ifelse(anim = 190, 0, 1)
महान सम्राट said, June 12, 2009, 10:33:40 pmUse a playsnd along with another ifelse statement.exmaple:playsndtrigger = blahvalue = s195, ifelse(anim = 190, 0, 1)Thank you that one helped me!!
i kinda have the same issue. i am trying to give my character 2 taunts, one where he does kefka's laugh from final fantasy, which is state 195, and another taunt i am trying to give him is the phrase that dr. ivo robotnik says in the adventures of sonic the hedgehog cartoon, saying this, "snooping as usual, i see?", which is state 196, i can get state 195 to work just fine, but when i try to execute the second taunt by giving it the command; "down_s" i press that button combo, but it still does the taunt state of 195. am i missing something?
I'm guessing "down_s" means you are pressing down + the start button, correct?The start button will trigger state 195. Since the start button is the only requirement needed to make the taunt work, the start button + any direction will also trigger the taunt.CNS instructions are read from top to bottom, so if you want down + start to register you need to put the new changestate (196) "above" the normal one (195): like so:Code: ;---------------------------------------------------------------------------;Taunt;??[State -1, Taunt]type = ChangeStatevalue = 196triggerall = statetype != Atrigger1 = command = "down_s";---------------------------------------------------------------------------;Taunt;??[State -1, Taunt]type = ChangeStatevalue = 195 triggerall = statetype != Atrigger1 = command = "start"In addition, do note line 7. Your taunt command is using "down + start", which means that you'll be in crouching states during this time.It's hard to make a move with a downwards direction work during a standing state, so this condition makes the character able to do it in either standing or crouching types.Hope this helps.
what if you release down, so the character is still crouching and then press start,so down_s is false and statetype = S is false too.
Vans said, January 15, 2013, 12:36:34 amI'm guessing "down_s" means you are pressing down + the start button, correct?The start button will trigger state 195. Since the start button is the only requirement needed to make the taunt work, the start button + any direction will also trigger the taunt.CNS instructions are read from top to bottom, so if you want down + start to register you need to put the new changestate (196) "above" the normal one (195): like so:Code: ;---------------------------------------------------------------------------;Taunt;??[State -1, Taunt]type = ChangeStatevalue = 196triggerall = statetype != Atrigger1 = command = "down_s";---------------------------------------------------------------------------;Taunt;??[State -1, Taunt]type = ChangeStatevalue = 195 triggerall = statetype != Atrigger1 = command = "start"In addition, do note line 7. Your taunt command is using "down + start", which means that you'll be in crouching states during this time.It's hard to make a move with a downwards direction work during a standing state, so this condition makes the character able to do it in either standing or crouching types.Hope this helps.Thank you so much Vans, your code really worked