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Need help adding background movie to special move (Read 154 times)

Started by moonshine, October 23, 2012, 09:59:14 am
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Need help adding background movie to special move
#1  October 23, 2012, 09:59:14 am
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    • Australia
    • cl1991@live.com.au
Hi im new here but im having trouble with the code for playing a video then the special move happens for example i have goku doing spirit bomb i want to use the video from the anime of him doing the spirit bomb, then he does the move in mugen. Im editing the character and just want to add the movie but dont know the code how to heres the example. Ive already made the animations they are 243. can anyone help?

[Statedef 5500]
type    = A
movetype= A
physics = A
hitflag = F, D
juggle  = 25
anim = 5500
velset = 0,0
ctrl = 0
sprpriority = 1

[State 5000, moon]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1200, 0

[State 8787, a9] ;bgscreen
type = Explod
trigger1 = animelem=4
anim = 4500
id = 4500
pos = 0,0
postype = back
;facing = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -20
removeongethit = 1
IgnoreHitPause = 1
;ownpal=1

[State 8787, a9] ;bgscreen
type = Explod
trigger1 = !time
anim = 4600
id = 4600
pos = 5,-60
;facing = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 10
removeongethit = 1
IgnoreHitPause = 1
;ownpal=1

[State 5000, Super A]
type = SuperPause
time = 60
anim = S20000
trigger1 =animelem=4
sound = S5,1
unhittable = 1
poweradd = -1000

[State 5000, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 30, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 1                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 0, 11                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 1200, 1]
type = VelSet
trigger1 = animelem = 1
x = -5
y = -5

[State 5000, Hearts]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1802
projanim = 1802
projhitanim = 4003
projhits = 4
offset = 0,0
projremovetime=100
velocity = 6, 0
attr = S, NP
damage    = 40,2
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S4001
guard.sparkno = S4023
sparkxy = 0,0
hitsound   = S12,3
guardsound = S0,11
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3

[State 5000, Hearts]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1802
projanim = 1802
projhitanim = 4003
projhits = 4
offset = 0,0
projremovetime=100
velocity = 6, 4
attr = S, NP
damage    = 40,2
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S4001
guard.sparkno = S4023
sparkxy = 0,0
hitsound   = S12,3
guardsound = S0,11
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3

[State 5000, Hearts]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1802
projanim = 1802
projhitanim = 4003
projhits = 4
offset = 0,0
projremovetime=100
velocity = 6, -4
attr = S, NP
damage    = 40,2
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S4001
guard.sparkno = S4023
sparkxy = 0,0
hitsound   = S12,3
guardsound = S0,11
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3

[State 5000, Hearts]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1803
projanim = 1803
projhitanim = 4003
projhits = 4
offset = 0,0
projremovetime=100
velocity = 6, -2
attr = S, NP
damage    = 10,2
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S4001
guard.sparkno = S4023
sparkxy = 0,0
hitsound   = S12,3
guardsound = S0,11
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3

[State 5000, Hearts]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1803
projanim = 1803
projhitanim = 4003
projhits = 4
offset = 0,0
projremovetime=100
velocity = 6, 2
attr = S, NP
damage    = 10,2
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S4001
guard.sparkno = S4023
sparkxy = 0,0
hitsound   = S12,3
guardsound = S0,11
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3

[State 5000, Hearts]
type = Projectile
trigger1 = AnimElem = 5
ProjID = 1803
projanim = 1803
projhitanim = 4003
projhits = 4
offset = 0,0
projremovetime=100
velocity = 4, 0
attr = S, NP
damage    = 10,2
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S4001
guard.sparkno = S4023
sparkxy = 0,0
hitsound   = S12,3
guardsound = S0,11
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3

[State 1041, 3]
type = ChangeState
trigger1 =animtime=0
value = 1041
ctrl = 1

     Posted: October 23, 2012, 11:18:23 am
i figured it out no need to answer :)