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 = AssertSpecialtrigger1 = matchover && !aliveflag = nobardisplay ;worksflag = nomusic ;doesn't work[State -3, Message]type = Explodtrigger1 = matchover && !alive && Time = 100anim = 1ID = 1111pos = 0,0 ;Provisionalpostype = p1facing = facingremovetime = -2scale = 0.25,0.25ontop = 1My 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?
Use this assertspecial to stop the fade to black:[State 0, AssertSpecial]type = AssertSpecialtrigger1 = whatever you wantflag = roundnotoverAnd your music doesn't stop because you forgot to add a "2" here:[State -3, AssertSpecial]type = AssertSpecialtrigger1 = matchover && !aliveflag = nobardisplay ;worksflag2 = nomusic ;doesn't work
Rednavi said, October 14, 2011, 08:26:46 amUse this assertspecial to stop the fade to black:[State 0, AssertSpecial]type = AssertSpecialtrigger1 = whatever you wantflag = roundnotoverAnd your music doesn't stop because you forgot to add a "2" here:[State -3, AssertSpecial]type = AssertSpecialtrigger1 = matchover && !aliveflag = nobardisplay ;worksflag2 = nomusic ;doesn't workTHANKS! I didn't know you must write flag1, flag2, flag3... This is perfect!And yeah, I mean a NPC, not a player which only can be selected on arcade mode... sorry.Thanks a lot
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 = AssertSpecialtrigger1 = matchover && !aliveflag = nomusic[State -3, AssertSpecial]type = AssertSpecialtrigger1 = matchover && !aliveflag = nobardisplay
Rednavi said, October 14, 2011, 10:29:08 amBe 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 = AssertSpecialtrigger1 = matchover && !aliveflag = nomusic[State -3, AssertSpecial]type = AssertSpecialtrigger1 = matchover && !aliveflag = nobardisplayThanks 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 = AssertSpecialtrigger1 = matchover && !aliveflag = noBG[State -3, AssertSpecial]type = AssertSpecialtrigger1 = matchover && !aliveflag = nobardisplay[State -3, AssertSpecial]type = AssertSpecialtrigger1 = matchover && !aliveflag = roundnotover[State -3, AssertSpecial]type = AssertSpecialtrigger1 = matchover && !aliveflag = nomusic[State -3, Message]type = Explodtrigger1 = matchover && !alive && Time = 120anim = 1ID = 1111pos = 160,60postype = leftfacing = 1removetime = -1scale = 0.25,0.25ontop = 1