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My characters Sounds to work on opponent (Read 393 times)

Started by KBN22, August 27, 2010, 04:09:11 pm
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My characters Sounds to work on opponent
#1  August 27, 2010, 04:09:11 pm
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How would I get sounds from my Characters SND to work on other players? For example, say I want my opponents when in their Dizzy state to have a Dizzy sound.

I've tried this:

[State 3105, Snd]
type=playsnd
trigger1= enemynear,stateno=5300
value=0,ifelse(random<500,5300,5301)
persistent=0

But player2 doesnt make a sound in his Dizzy state...
Re: My characters Sounds to work on opponent
#2  August 28, 2010, 11:08:34 pm
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If you want a sound from your character's SND to work on opponents, they must be in a custom state. In that custom state, just add a Playsnd, and put your desired sound.
Re: My characters Sounds to work on opponent
#3  August 28, 2010, 11:17:46 pm
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In this case the custom state will not work, because you can't override player 2's dizzy state.

One way to make it work would be to detect player 2 dizzy state and then the sound will play, but then again you wouldn't be able to stop player 2's dizzy sound.

So really the only way to do it properly would be to code that sound in all of your other characters. Add a character name trigger to the dizzy animations of all the characters in your mugen and then sound and when they play your character they will make that sound instead of the original sound.
Re: My characters Sounds to work on opponent
#4  August 29, 2010, 12:32:11 am
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Somehow PotS Ryu can, His Denjin Hadouken causes a dizzy sound in other players but I've yet to figure it out....
Re: My characters Sounds to work on opponent
#5  August 29, 2010, 12:42:03 am
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I can't look at his code right now, but you will find that the dizzy animation is coded in Ryu. Player 2 is not in his dizzy animation he is in a custom state coded in Ryu. That still doesn't override the dizzy animation that the player 2 has... That is just putting a character in a custom state, which works if your move puts them into a dizzy state every time, but it does not work if you want to juggle into Player 2's dizzy state.

So if you have a move that puts him into a dizzy state, then code it the same way you would do a throw.

But if you are trying to override the other character's dizzy state, you will have to code it in the character.
Re: My characters Sounds to work on opponent
#6  August 29, 2010, 12:58:44 am
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Ahh I see, Thanks bro that really helped

2OS

Re: My characters Sounds to work on opponent
#7  August 29, 2010, 12:07:23 pm
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Just statedef negative two the sound, ffs


[Statedef -2]

[State 2OS]
type=playsnd
trigger1=p2stateno=5300&&time=1
channel=0
value=0,ifelse(random<500,5300,5301)
persistent=0
[State 2OS]
type=stopsnd
trigger1=p2stateno!=5300
channel=0


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Re: My characters Sounds to work on opponent
#8  August 29, 2010, 04:01:53 pm
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I've tried that but it still doesnt work....and the stopsnd prevents all sounds in channel 0 from playing if not in state 5300..so I switched it to a different channel, still didnt work...
All I can say is that he has a custom gethit state that might be messing with it:

Code:
; Denjin - P2 Dizzy (a custom gethit state)
[Statedef 3105]
type    = S
movetype= I
physics = S
velset = 0,0

[State 3105, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3105, 2]
type = ChangeAnim
Trigger1 = Time = 0
value = 5300

[State 3105, 3] 
type = SelfState
trigger1 = Time = 55 ;100 ;150
;trigger2 = MoveType = H
value = 0
ctrl = 1

Other than that, I have no idea why that simple -2 code doesnt work..wtf?