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[SOLVED] Message after death... (Read 244 times)

Started by jjmugen, October 14, 2011, 08:16:38 am
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[SOLVED] Message after death...
#1  October 14, 2011, 08:16:38 am
  • **
Hi, guys.

I'm working on a char who's only an enemy of arcade mode (non playable character).
I'd wish this char to send you a message if you beat him.
It will be an sprite with a text, for example: "You're strong, man... ahg...".
I think I'm doing it correctly but obviously not, because doesn't work perfectly.

Here's the code:

Code:
;--------------------------------
; MESSAGE AFTER DEAD
;--------------------------------

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay ;works
flag = nomusic ;doesn't work

[State -3, Message]
type = Explod
trigger1 = matchover && !alive && Time = 100
anim = 1
ID = 1111
pos = 0,0 ;Provisional
postype = p1
facing = facing
removetime = -2
scale = 0.25,0.25
ontop = 1

My problems are:

1) Music doesn't stop despite control!

2) I want screen to be freeze during animation 1 exists. But screen turns black so quick and you can't read the whole message.

Could you help me, please?
Last Edit: October 14, 2011, 10:21:09 am by jjmugen
Re: Message after death...
#2  October 14, 2011, 08:26:46 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
Use this assertspecial to stop the fade to black:

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = whatever you want
flag = roundnotover

And your music doesn't stop because you forgot to add a "2" here:

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay ;works
flag2 = nomusic ;doesn't work
pls
Re: Message after death...
#3  October 14, 2011, 09:27:26 am
  • ***
how do you make a character only playable in arcade  o_O
Re: Message after death...
#4  October 14, 2011, 09:58:08 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
He just means a boss type character. Kinda like bonus stages for example. NPCs...
pls
Re: Message after death...
#5  October 14, 2011, 10:20:45 am
  • **
Use this assertspecial to stop the fade to black:

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = whatever you want
flag = roundnotover

And your music doesn't stop because you forgot to add a "2" here:

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay ;works
flag2 = nomusic ;doesn't work

THANKS! I didn't know you must write flag1, flag2, flag3...  :sugoi:
This is perfect!

And yeah, I mean a NPC, not a player which only can be selected on arcade mode... sorry.

Thanks a lot :)
Re: [SOLVED] Message after death...
#6  October 14, 2011, 10:29:08 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
Be careful with that, flag1 does NOT use a number, so it's just "flag". Only the second and third flags use a number.

In fact I suggest you to NOT to use more than one flag per assertspecial as they will have 1 tick of delay per order (So the first flag will be instantly activated but the second and third will do it a tick or two later).

Instead just divide the assertspecials into two different sctrls like this:

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nomusic
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay
pls
Re: [SOLVED] Message after death...
#7  October 14, 2011, 02:45:24 pm
  • **
Be careful with that, flag1 does NOT use a number, so it's just "flag". Only the second and third flags use a number.

In fact I suggest you to NOT to use more than one flag per assertspecial as they will have 1 tick of delay per order (So the first flag will be instantly activated but the second and third will do it a tick or two later).

Instead just divide the assertspecials into two different sctrls like this:

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nomusic
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay

Thanks again for that. But, there's a weird problem.
I don't know why, all flags works perfectly (I've tried with some different),
but not for NOMUSIC. Music doesn't stop. Where could be the problem with that?  :???:

The new code:

Code:
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = noBG

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nobardisplay

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = roundnotover

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = matchover && !alive
flag = nomusic

[State -3, Message]
type = Explod
trigger1 = matchover && !alive && Time = 120
anim = 1
ID = 1111
pos = 160,60
postype = left
facing = 1
removetime = -1
scale = 0.25,0.25
ontop = 1