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player 2 explods (Read 385 times)

Started by sergeus, November 27, 2009, 12:02:36 pm
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player 2 explods
#1  November 27, 2009, 12:02:36 pm
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    • sergeusmugen.blogspot.com/
Hi!
I´m working in a very special bonus-char, with many strange characteristics.
The problem i´m trying to resolve is that i must remove some explods, but not mine, the player2 explods.

I mean, in my AVP Project, all chars have blood explods (red or green depending if it´s human or alien), but the blood mustn´t appear when they hit the ControlBox (the char)

I tryed some modification of known commands as this:

[State -2, bloodend]
type=removeexplod
triggerall = p2name = "PRIVATE"
triggerall = p2numexplod(980)
trigger1 = 1
ID=980

But MUGEN don´t recognize "p2numexplod(xxxxx)". Anyway, the ID removed would be from Player1, not player2...

¿is there any command to do this, or it´s imposible?

Thanks in advance  ;)
Re: player 2 explods
#2  November 27, 2009, 12:14:30 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
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It's a full game right? This is relatively easy.

sparkno = ifelse(p2name = "controlbox", explod, blood)

Fill in what you need.


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: player 2 explods
#3  November 27, 2009, 12:30:52 pm
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    • Spain
    • sergeusmugen.blogspot.com/
Yes, the easy solution is this, change the sparks of every char (only write a "triggerall = p2name != "controlbox"" would be enough).

But what i want to do is the inverse (and complicated) method: The controlbox must remove the the explods, cause nowadays the rest of the chars don´t recognize this new char, and i don´t want to re-upload new versions of them, hehehehehehe
Also, there are some authors that use this style for their chars and edits, and of course, the first chars released by HSR.

My project won´t be a full game, there will be a screenpack, the stages and the chars (mine and other authors) avalible to download separated. Maybe in the future...  ;)

I hope you understand me (sorry for my bad english)
Re: player 2 explods
#4  November 27, 2009, 01:27:04 pm
  • ******
trigger1 = enemynear, numexplod(980)
Look up trigger redirection for more info.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: player 2 explods
#5  November 27, 2009, 04:42:51 pm
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    • Spain
    • sergeusmugen.blogspot.com/
Thanks!!  ;)

Could it be like this?

[State -2, bloodend]
type=removeexplod
triggerall = p2name = "PRIVATE"
triggerall = enemynear, numexplod(980)
trigger1 = 1
ID=980 **** but what can i do with this line?****

The ID is taken as the player1 explod, or Mugen understand that it´s from player2?

Re: player 2 explods
#6  November 27, 2009, 05:33:26 pm
  • ******
?? Wait, you can't remove the OPPONENT'S explod. That's just not possible. The player who owns the explod has to do it himself.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: player 2 explods
#7  November 27, 2009, 06:26:58 pm
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    • Spain
    • sergeusmugen.blogspot.com/
OK, thanks anyway, masters of Mugen  ;)
That´s what i thought... :'(

I´ll try in another way