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[SOLVED] Characters special intro (Read 4671 times)

Started by Lord Mike, March 29, 2010, 06:35:13 pm
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[SOLVED] Characters special intro
New #1  March 29, 2010, 06:35:13 pm
  • ***
  • 見ろ! これが執念の力だ!
    • Somalia
Based on this clip: http://www.youtube.com/watch?v=IZ08WNILZfI
i have tried to do the same with my chars, but there are two in particular that do not work.
This consists in a char recognizing another chars name and doing a taunt. I know what snd file number to use, but can not get my char to do it...

For instance, this is Raoh's normal intro (for a char that he doesn't have any connection with):
From Raoh.cns [StateDef 190]

;==========================================================================================================
;¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬
;¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
Type        = S
;MoveType    =
Physics     = S
Anim        = 190
VelSet      = 0, 0
Ctrl        = 0
;PowerAdd    =
Sprpriority = 1


;-----------------------------------------------------------------------------
;==========================================================================================================
;“ÁŽêŒø‰Ê
;==========================================================================================================
[State a]
Type    = AssertSpecial
Trigger1 = 1
Flag  = Intro

;==========================================================================================================
;ƒXƒe[ƒgˆÚs
;==========================================================================================================
[State a]
Type    = ChangeState
Trigger1 = AnimTime=0
Value   = 0
Ctrl    = 0

From Raoh-2.cns ;ƒCƒ“ƒgƒ
[State a]
Type    = PlaySnd
Trigger1 = (StateNo=190)
Trigger1 = Time = 1
Value   = 0, 1
volume  = 255
channel = 0
From what i have figured so far, statedef 190 and anime = 190 refers to the default state, the state in which he begins round 1. So i want to change the starting line he gives to every enemy based on their name.

This is the other char that i have problems with:
Shin.cns:; ’ʏí“oê
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0


[State a];‚æ‚©‚낤EEEŽE‚µ‚Ä‚â‚é
type = PlaySnd
trigger1 = time = 60
value = 190,0

[state a]
type = changeanim
trigger1 = time = 60
value = 191

;---------------------[ƒwƒ‹ƒp[]
[state a];Žæ‚芪‚«‚̏—
type = Helper
trigger1 = time = 0
id = 170
name = "onnna"
sprpriority = 4
pos = 0,0
postype = p1
stateno = 172
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a]
type = ChangeState
trigger1 = anim = 191
trigger1 = AnimTime = 0
value = 0


This is an example of a char i got to do the special intro:
;---------------------------------------------------------------------------
;“oêƒV[ƒ“‚ð‚«‚ß‚é Preintro

[Statedef 190]
type = S
ctrl = 0
velset = 0,0
[State 5900, 0]
type = VarSet
trigger1 = roundno = 1
v = 41
value= 2

[state 2, kihon]
type = varset
trigger1 = time = 0
v = 9
value = 99

[State 190, 4]
type = ChangeState
trigger1 = enemy,name = "TOKI"
trigger2 = enemy,name = "Toki"
trigger3 = enemy,name = "toki"
value = 192

[State 190, 4]
type = ChangeState
trigger1 = time >= 0
value = 191

;---------------------
;  NORMAL
[Statedef 191]
type = S
ctrl = 0
velset = 0,0
anim = 1251

[state 0,0]
type = varadd
trigger1 = var(59) = 0
trigger1 = var(41) != 0
trigger1 = command = "holdup"
v = 58
value = -1
;persistent = 2
[state 0,0]
type = varadd
trigger1 = var(59) = 0
trigger1 = var(41) != 0
trigger1 = command = "holddown"
v = 58
value = 1
;persistent = 2
[state 0,0]
type = varadd
trigger1 = var(59) = 0
trigger1 = var(41) = 2
trigger1 = command = "holdback"
v = 52
value = -1
;persistent = 4
[state 0,0]
type = varadd
trigger1 = var(59) = 0
trigger1 = var(41) = 2
trigger1 = command = "holdfwd"
v = 52
value = 1
;persistent = 4

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1

[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "RAOH"
trigger2 = enemy,name = "KENOH"
trigger3 = enemy,name = "raou"
v = 19
value = 10
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "THOUTHER"
trigger2 = enemy,name = "Thouther"
trigger3 = enemy,name = "raou"
v = 19
value = 11
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "Abe"
v = 19
value = 12

[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "JAGI"
v = 19
value = 13
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "SHIN"
v = 19
value = 14
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "JUDA"
v = 19
value = 15
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "REI"
v = 19
value = 16
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "MAMIYA"
v = 19
value = 17
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "MRHEART"
v = 19
value = 18


[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 4
value = 4, 0;
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 4
value = 4, 15;
channel = 0

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 23
trigger2 = Time = 47
value = 90,6

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 10
trigger1 = time = 4
value = 4, 8;‚È‚ª‚©‚Á‚½c
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 11
trigger1 = time = 4
value = 4, 10;
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 12
trigger1 = time = 4
value = 5, 26
channel = 0
[State 210, 2]
type = PlaySnd
;trigger1 = teamside = 1
trigger1 = var(19) = 13
trigger1 = time = 160
value = 4, 2;jagi
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 14
trigger1 = time = 4
value = 4, 9;shin
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 15
trigger1 = time = 4
value = 4, 12;yuda
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 16
trigger1 = time = 4
value = 5, 27;rei
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 17
trigger1 = time = 4
value = 4, 3;mamia
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 18
trigger1 = time = 4
value = 4, 1;hato
channel = 0


[State 190, 2]
type = AssertSpecial
trigger1 = time <= 200
flag = Intro

[state 0,0]
type = changeanim
trigger1 = animtime = 0
value = 0
But neither of those 2 chars (Raoh and Shin) won't work if i do the coding like that, and i am out of ideas....

Can anyone tell me how to do so? Thank you for your time.
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Last Edit: April 30, 2010, 10:52:40 pm by lordmike

Sam

Re: Characters special intro
#2  March 29, 2010, 08:21:35 pm
  • avatar
  • ***
just add an enemy, name = "nameoftheenemy" as a trigger to the anim/snd you want

EDIT: you have to add the name exatcly as it is in the def file,
Re: Characters special intro
#3  March 29, 2010, 08:53:27 pm
  • ***
  • 見ろ! これが執念の力だ!
    • Somalia
just add an enemy, name = "nameoftheenemy" as a trigger to the anim/snd you want

EDIT: you have to add the name exatcly as it is in the def file,
I know this is what i have to do, but using the coding i know is not having any effect. For example:
[StateDef 190]
 
;==========================================================================================================
;¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬
;¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
Type        = S
;MoveType    =
Physics     = S
Anim        = 190
VelSet      = 0, 0
Ctrl        = 0
;PowerAdd    =
Sprpriority = 1
 
 
;-----------------------------------------------------------------------------
;==========================================================================================================
;“ÁŽêŒø‰Ê
;==========================================================================================================
[State a]
Type    = AssertSpecial
Trigger1 = 1
Flag  = Intro
 
;==========================================================================================================
;ƒXƒe[ƒgˆÚs
;==========================================================================================================
[State a]
Type    = ChangeState
Trigger1 = AnimTime=0
Value   = 0
Ctrl    = 0

;ƒCƒ“ƒgƒ
[State a]
Type    = PlaySnd
Trigger1 = (StateNo=190)
Trigger1 = Time = 1
Value   = 0, 1
volume  = 255
channel = 0
adding this code to the initial code is not having any effect...
[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
 
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "RAOH"
trigger2 = enemy,name = "KENOH"
trigger3 = enemy,name = "raou"
v = 19
value = 10
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "THOUTHER"
trigger2 = enemy,name = "Thouther"
trigger3 = enemy,name = "raou"
v = 19
value = 11
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "Abe"
v = 19
value = 12
 
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "JAGI"
v = 19
value = 13
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "SHIN"
v = 19
value = 14
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "JUDA"
v = 19
value = 15
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "REI"
v = 19
value = 16
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "MAMIYA"
v = 19
value = 17
[state 0,0]
type = varset
triggerall = time = 2
trigger1 = enemy,name = "MRHEART"
v = 19
value = 18
 
 
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 4
value = 4, 0;
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 4
value = 4, 15;
channel = 0
 
[State 5110, 6]
type = PlaySnd
trigger1 = Time = 23
trigger2 = Time = 47
value = 90,6
 
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 10
trigger1 = time = 4
value = 4, 8;‚È‚ª‚©‚Á‚½c
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 11
trigger1 = time = 4
value = 4, 10;
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 12
trigger1 = time = 4
value = 5, 26
channel = 0
[State 210, 2]
type = PlaySnd
;trigger1 = teamside = 1
trigger1 = var(19) = 13
trigger1 = time = 160
value = 4, 2;jagi
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 14
trigger1 = time = 4
value = 4, 9;shin
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 15
trigger1 = time = 4
value = 4, 12;yuda
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 16
trigger1 = time = 4
value = 5, 27;rei
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 17
trigger1 = time = 4
value = 4, 3;mamia
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = teamside = 1
trigger1 = var(19) = 18
trigger1 = time = 4
value = 4, 1;hato
channel = 0
 
 
[State 190, 2]
type = AssertSpecial
trigger1 = time <= 200
flag = Intro
 
[state 0,0]
type = changeanim
trigger1 = animtime = 0
value = 0

What i want to know is there any other way around this? Or is it a standard code to do this special intro that i am unaware of?
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Last Edit: March 29, 2010, 09:15:33 pm by lordmike

Sam

Re: Characters special intro
#4  March 29, 2010, 11:54:54 pm
  • avatar
  • ***
no, it's not a standard. There is a plnety of ways to do it.
Try to do this way: create a changestate and trigger it like that:

[State lol, Changestate]
type = ChangeState
trigger1 = !Time
trigger1 = enemy, name = "whateveristhename"
value = 191 <---- here you wrote another statedef
ctrl = 0

then you have just to create another statedef specially to this special intro, anth in this statedef create a changestate to Statedef 0.

I actually do different. I'm posting my code bellow, so if you can try to do like me too.
Code:
;===============================================================================
;INTRODUCTIONS
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

;=================================COMMON STATES FOR ALL INTROS
[State 190, VarSet]
type = VarSet
trigger1 = !Time
v = 4
value = floor(Pos X)

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobarDisplay

;=================================NORMAL INTRO 1
[State 190, ChangeAnim]
type = ChangeAnim
triggerall = !Roundstate
triggerall = !Var(1)
trigger1 = enemy, name != "Raiden"
trigger2 = enemy, Name != "Big Bear"
trigger3 = enemy, Name != "cvsraiden"
trigger4 = enemy, name != "cvsmika"
trigger5 = enemy, name != "mika"
trigger6 = enemy, name != "R.Mika"
trigger7 = enemy, name !=  "Mika"
trigger8 = enemy, name != "cvseagle"
trigger9 = enemy, name != "Eagle"
trigger10 = enemy, name != "ixnaydk sakura"
trigger11 = enemy, name != "ixnaydk rock"
trigger12 = enemy, name != "ixnaydk owl"
trigger13 = enemy, name != "ixnaydk ryu"
trigger14 = enemy, name != "ixnaydk terry"
value = 190

[State 190, PlaySnd]
type = PlaySnd
trigger1 = anim = 190
trigger1 = animelem = 2, =0
trigger1 = random >=500
value = 190,0
channel = 0

[State 190, Helper]
type = Helper
trigger1 = Anim = 190
trigger1 = animelem = 13, =0
helpertype = normal
name = "Cape"
ID = 7000
stateno = 7000
pos = 0, 0
postype = p1
facing = 1
ownpal = 1

;=================================INTRO VS RAIDEN
[State 190, ChangeAnim]
type = ChangeAnim
triggerall = !Roundstate
triggerall = !Var(1)
triggerall = enemy, authorname = "Hh"
trigger1 = enemynear, name = "Raiden"
trigger2 = enemynear, Name = "Big Bear"
value = 191

[State 190, PosSet]
type = PosSet
trigger1 = !Var(1)
trigger1 = anim = 191
trigger1 = !Time
x = 40*(facing*-1)

[State 190, VelSet]
type = VelSet
trigger1 = Anim = 191
trigger1 = animelem = 40, =0
x = -abs(pos x - var(4))*.057
y = -5

[State 190, VelAdd]
type = VelAdd
trigger1 = anim = 191
trigger1 = animelem = 40, >=0
y = .55

[State 190, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 191
trigger1 = animelem = 40, >0
statetype = A
movetype = I
physics = N

;=================================INTRO VS RAINBOW MIKA
[State 190, ChangeAnim]
type = ChangeAnim
triggerall = !Roundstate
triggerall = !Var(1)
trigger1 = enemy, name = "cvsmika"
trigger2 = enemy, name = "mika"
trigger3 = enemy, name = "R.Mika"
trigger4 = enemy, name =  "Nude Mika"
value = 192

[State 190, ScreenBound]
type = ScreenBound
trigger1 =  anim = 192
value = 0

[State 190, PosSet]
type = PosSet
trigger1 = anim = 192
trigger1 = !Time
x = 300*(facing*-1)

[State 190, VelSet]
type = VelSet
trigger1 = anim = 192
x = const(velocity.walk.fwd.x)

[State 190, VelSet]
type = VelSet
trigger1 = anim = 192 || anim = 193
trigger1 = ((Pos X*(facing*-1)) <= (Var(4)*(facing*-1)))
x = 0

[State 190, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 192
trigger1 = ((Pos X*(facing*-1)) <= (Var(4)*(facing*-1)))
value = 193

;=================================MECH INTRO 1


;=================================MECH INTROS: VEGA
[State 190, Helper]
type = Helper
triggerall = Enemy, name != "Vega"
trigger1 = Var(1)
trigger1 = !Time
helpertype = normal
name = "Vega's Intro"
ID = 8090
stateno = 8090
pos = 30, 0
postype = p1
facing = 1
ownpal = 1

;=================================CHANGE STATES
[State 190, ChangeState]
type = ChangeState
trigger1 = anim = 191
trigger1 = (Vel y >-Pos Y)
value = 103

[State 190, ChangeState]
type = ChangeState
triggerall = anim = 190 || anim = 193
trigger1 = !AnimTime
value = 0
Re: Characters special intro
#5  March 30, 2010, 01:57:14 am
  • ***
  • 見ろ! これが執念の力だ!
    • Somalia
no, it's not a standard. There is a plnety of ways to do it.
Try to do this way: create a changestate and trigger it like that:

[State lol, Changestate]
type = ChangeState
trigger1 = !Time
trigger1 = enemy, name = "whateveristhename"
value = 191 <---- here you wrote another statedef
ctrl = 0

then you have just to create another statedef specially to this special intro, anth in this statedef create a changestate to Statedef 0.

I actually do different. I'm posting my code bellow, so if you can try to do like me too.
Code:
;===============================================================================
;INTRODUCTIONS
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

;=================================COMMON STATES FOR ALL INTROS
[State 190, VarSet]
type = VarSet
trigger1 = !Time
v = 4
value = floor(Pos X)

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobarDisplay

;=================================NORMAL INTRO 1
[State 190, ChangeAnim]
type = ChangeAnim
triggerall = !Roundstate
triggerall = !Var(1)
trigger1 = enemy, name != "Raiden"
trigger2 = enemy, Name != "Big Bear"
trigger3 = enemy, Name != "cvsraiden"
trigger4 = enemy, name != "cvsmika"
trigger5 = enemy, name != "mika"
trigger6 = enemy, name != "R.Mika"
trigger7 = enemy, name !=  "Mika"
trigger8 = enemy, name != "cvseagle"
trigger9 = enemy, name != "Eagle"
trigger10 = enemy, name != "ixnaydk sakura"
trigger11 = enemy, name != "ixnaydk rock"
trigger12 = enemy, name != "ixnaydk owl"
trigger13 = enemy, name != "ixnaydk ryu"
trigger14 = enemy, name != "ixnaydk terry"
value = 190

[State 190, PlaySnd]
type = PlaySnd
trigger1 = anim = 190
trigger1 = animelem = 2, =0
trigger1 = random >=500
value = 190,0
channel = 0

[State 190, Helper]
type = Helper
trigger1 = Anim = 190
trigger1 = animelem = 13, =0
helpertype = normal
name = "Cape"
ID = 7000
stateno = 7000
pos = 0, 0
postype = p1
facing = 1
ownpal = 1

;=================================INTRO VS RAIDEN
[State 190, ChangeAnim]
type = ChangeAnim
triggerall = !Roundstate
triggerall = !Var(1)
triggerall = enemy, authorname = "Hh"
trigger1 = enemynear, name = "Raiden"
trigger2 = enemynear, Name = "Big Bear"
value = 191

[State 190, PosSet]
type = PosSet
trigger1 = !Var(1)
trigger1 = anim = 191
trigger1 = !Time
x = 40*(facing*-1)

[State 190, VelSet]
type = VelSet
trigger1 = Anim = 191
trigger1 = animelem = 40, =0
x = -abs(pos x - var(4))*.057
y = -5

[State 190, VelAdd]
type = VelAdd
trigger1 = anim = 191
trigger1 = animelem = 40, >=0
y = .55

[State 190, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 191
trigger1 = animelem = 40, >0
statetype = A
movetype = I
physics = N

;=================================INTRO VS RAINBOW MIKA
[State 190, ChangeAnim]
type = ChangeAnim
triggerall = !Roundstate
triggerall = !Var(1)
trigger1 = enemy, name = "cvsmika"
trigger2 = enemy, name = "mika"
trigger3 = enemy, name = "R.Mika"
trigger4 = enemy, name =  "Nude Mika"
value = 192

[State 190, ScreenBound]
type = ScreenBound
trigger1 =  anim = 192
value = 0

[State 190, PosSet]
type = PosSet
trigger1 = anim = 192
trigger1 = !Time
x = 300*(facing*-1)

[State 190, VelSet]
type = VelSet
trigger1 = anim = 192
x = const(velocity.walk.fwd.x)

[State 190, VelSet]
type = VelSet
trigger1 = anim = 192 || anim = 193
trigger1 = ((Pos X*(facing*-1)) <= (Var(4)*(facing*-1)))
x = 0

[State 190, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 192
trigger1 = ((Pos X*(facing*-1)) <= (Var(4)*(facing*-1)))
value = 193

;=================================MECH INTRO 1


;=================================MECH INTROS: VEGA
[State 190, Helper]
type = Helper
triggerall = Enemy, name != "Vega"
trigger1 = Var(1)
trigger1 = !Time
helpertype = normal
name = "Vega's Intro"
ID = 8090
stateno = 8090
pos = 30, 0
postype = p1
facing = 1
ownpal = 1

;=================================CHANGE STATES
[State 190, ChangeState]
type = ChangeState
trigger1 = anim = 191
trigger1 = (Vel y >-Pos Y)
value = 103

[State 190, ChangeState]
type = ChangeState
triggerall = anim = 190 || anim = 193
trigger1 = !AnimTime
value = 0
It's not having any effect at all, the char is still doing his normal intro. :-( I'll give it another shot in the morning. Thanks for the advice.
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Re: Characters special intro
#6  April 03, 2010, 01:41:46 pm
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Ok, i have managed to fix one of these 2 chars and now i have special intros for it. But how do i fix it so that the char won't speak at the same time as his opponent? In the "PlaySnd" how should i change the time (Trigger1 = Time = x)? If i want him to speak after the opponent am i to increase the time? Or lower it?
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。
Last Edit: April 03, 2010, 01:45:21 pm by lordmike

Sam

Re: Characters special intro
#7  April 03, 2010, 04:21:58 pm
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try to increase one the time trigger of one of them