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Trying to add SUPERPAUSE\STOP MUSIC when move activates...Need Help (Read 570 times)

Started by Curse_Mark Ryu, October 10, 2008, 10:29:08 am
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Trying to add SUPERPAUSE\STOP MUSIC when move activates...Need Help
#1  October 10, 2008, 10:29:08 am
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Ok so wat im trying to do is have the music stop when my character enters his resurrection state...I tried adding the "flag = nomusic" code, but apparently its not that simple.  Here's the code....


[mcode]; Resurrection
[Statedef 9000]
type = S
movetype = I
velset = 0,0
anim = 9125;0
ctrl = 0
poweradd = 3000
sprpriority = 10


;---------------------------
;Sound
;---------------------------
[State 489, 1]
type = PlaySnd
trigger1 = time = 0
value = 1000, 6
channel = 0

[State 489, 1]
type = PlaySnd
trigger1 = time = 0
value = 9001, 0

[State 489, 1]
type = PlaySnd
trigger1 = time = 0
value = 9100, 2


;---------------------------
;FX
;---------------------------

[State 2003, fire energy]
type = Explod
trigger1 = time = 0
anim = 1571
ID = 1571
sprpriority = 2
bindtime = -1
removetime = 400
ownpal = 1
supermove = 1
pos = 0,0

[State 195, energy SSJ Ground Ki 2]
type = Explod
trigger1 = pos y >= 0
trigger1 = time = 0
anim = 1992
sprpriority = -1
supermove = 1
bindtime = -1
removetime = 350
pos = 0, 10
ownpal = 1
id = 1240

[State 3001, 8]
type = RemoveExplod
trigger1 = life = const(data.life)[/mcode]


I want the music to stop when the character enters "[state 195]"....The SSJ Ki.

Any idea how to make this happen?  Much thanks in advance!! 8)
Re: Trying to add SUPERPAUSE\STOP MUSIC when move activates...Need Help
#2  October 10, 2008, 10:46:19 am
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State 195's (and that's just a DESCRIPTION here, not a state) trigger, is more or less time = 0.

Assertspecials must be asserted for as long as you need them active. Time = 0 will turn it off for one tick.

Time < 50 will turn it off for 50 ticks. You need to learn how your triggering is working.


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: Trying to add SUPERPAUSE\STOP MUSIC when move activates...Need Help
#3  October 10, 2008, 01:07:04 pm
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Now, my question might be similar. So I'll ask: how to make AssertSpecial with flag = NoMusic work with WinKO trigger? IgnoreHitPause = 1 doesn't help (Music only disables after hit pause). Or maybe it's because of SuperPause which is also active during those WinKO ticks? Then how do I combine them? Is it worth trying to trigger AssertSpecial before SuperPause?
Re: Trying to add SUPERPAUSE\STOP MUSIC when move activates...Need Help
#4  October 10, 2008, 01:29:26 pm
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    • Mexico
Make a helper with pausemovetime = 999 and use the assertspecial in that.

Make the nomusic helper trigger at the same time as the winko superpause ko helper stuff.
Last Edit: October 10, 2008, 01:40:44 pm by Anjel
Re: Trying to add SUPERPAUSE\STOP MUSIC when move activates...Need Help
#5  October 10, 2008, 02:51:15 pm
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  • "Moyashi tsuku shite yaru..."
I'll try that when I return home. I'll write back. Thanks.

edited: It worked ^_^
Last Edit: October 10, 2008, 06:27:41 pm by Elix
Re: Trying to add SUPERPAUSE\STOP MUSIC when move activates...Need Help
#6  October 10, 2008, 06:34:48 pm
  • *
Damn for some reason i dont evn know where to begin with making that Helper i need....

But this is the code i came up with...And it worked great (Screen Black, Music Stops) EXCEPT for the fact that the CPU keeps atacking during it.


[mcode]; Resurrection
[Statedef 9000]
type = S
movetype = I
velset = 0,0
anim = 9125;0
ctrl = 0
poweradd = 3000
sprpriority = 10


;---------------------------
;Sound
;---------------------------
[State 489, 1]
type = PlaySnd
trigger1 = time = 0
value = 1000, 6
channel = 0

[State 489, 1]
type = PlaySnd
trigger1 = time = 0
value = 9001, 0

[State 489, 1]
type = PlaySnd
trigger1 = time = 0
value = 9100, 2


;---------------------------
;FX
;---------------------------

[State 2003, fire energy]
type = Explod
trigger1 = time = 0
anim = 1571
ID = 1571
sprpriority = 2
bindtime = -1
removetime = 400
ownpal = 1
supermove = 1
pos = 0,0

[State 195, energy SSJ Ground Ki 2]
type = Explod
trigger1 = pos y >= 0
trigger1 = time = 0
anim = 1992
sprpriority = -1
supermove = 1
bindtime = -1
removetime = 350
pos = 0, 10
ownpal = 1
id = 1240

[State 195, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nobg
flag3 = nofg
ignorehitpause = 1
persistent = 1

[State 195, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 35
anim = S7620
sound = S10,0
pos = 30,-80
darken = 1
unhittable = 1

[State 3001, 8]
type = RemoveExplod
trigger1 = life = const(data.life)[/mcode]


Re: Trying to add SUPERPAUSE\STOP MUSIC when move activates...Need Help
#7  October 10, 2008, 06:48:24 pm
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    • Mexico
Its cause you don't have movetime in the superpause, it only triggers for one tick. Then pauses, then triggers after the pause have ended.

You need to make sure you don't have anything in the cmd can be cancled to when in state 9000.