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Show 2 explods in sequence without gaps (Read 5536 times)

Started by supercain, October 29, 2020, 04:35:33 am
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Show 2 explods in sequence without gaps
#1  October 29, 2020, 04:35:33 am
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Hi,

I want to repeatedly show an explod exactly after the other stops showing but without any gaps in between and without overlapping each other.
This is my code:

Code:
[State 0, fall]  ;anim 1
type = Explod
trigger1 = time%2 = 1 && numexplod(4427) = 0 && numexplod(5401) = 0
ID = 4427
removetime = 20

[State 0, fall]  ;anim 2
type = Explod
trigger1 = numexplod(4427) = 0 && numexplod(5401) = 0
ID = 5401
removetime = 6

this wont work because there is a gap in between explods and nothing shows. Why is that?

Thank you.
Last Edit: November 02, 2020, 04:43:06 am by supercain
Re: Show 2 explods in sequence without gaps
#2  October 31, 2020, 06:56:18 pm
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Help please???

GT

Re: Show 2 explods in sequence without gaps
#3  October 31, 2020, 07:02:55 pm
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Can you show an example of the effect you're trying to achieve?
Yeah Titiln, in fact, You Made Him
Re: Show 2 explods in sequence without gaps
#4  October 31, 2020, 07:34:19 pm
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Its just an animation after another. Imagine this is animation one :molleyes: and this is animation 2  :meius: you show the first one for 20 ticks and immediately after that you show the second one for 6 ticks and then again animation 1 but with no gap in-between. Both animations should not overlap each other either.
Re: Show 2 explods in sequence without gaps
#5  November 01, 2020, 10:39:27 am
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Why not just make a 3rd animation and use that?
vVv Ryuko718 Updated 10/31/22 vVv
Re: Show 2 explods in sequence without gaps
#6  November 01, 2020, 07:52:14 pm
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Because its for a custom state and that would imply to add it for each character and I have way too many.
Re: Show 2 explods in sequence without gaps
#7  November 02, 2020, 12:51:32 am
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So without seeing all of your explod it's pretty tough to figure out what the problem is. But the fact that both spawns use the same ID doesn't help.

Is this for a Full Game?

[State 0, fall]  ;anim 2  <<<comment that out.
idk if that hurts or not, but it should be commented out, or just put
[State 0, fall_anim2]   


You're just not showing enough of the explod for me to figure out the problem. If that's ALL you have, look up explod in mugen class.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Show 2 explods in sequence without gaps
#8  November 02, 2020, 04:45:24 am
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Sorry I just copy pasted the same code twice and I forgot to change the IDs. I edited my first post and fixed it now. The problem is that when anim no.1 finishes showing there is a blank space of about 1 tick and then the second anim shows. I want to eliminate that blank space.
Re: Show 2 explods in sequence without gaps
#9  November 02, 2020, 08:32:58 am
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Just count the ticks for explode 1, then use that for the trigger of explode 2, count the ticks of explode 2 and use that as the trigger for explode 1(second time)

[state 0, fall]  ;anim 2
type = Explod
trigger1 = time = (the exact time you want it to trigger)
ID = 5401
removetime = 6


[State 0, fall]  ;anim 1
type = Explod
trigger1 = time =(the exact time you want it to trigger for the second time)
ID = 4427
removetime = 20

Hope this helps

MGMURROW
Re: Show 2 explods in sequence without gaps
#10  November 02, 2020, 06:02:35 pm
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Thanks, but thats fine for a one time only animation. I need it to loop indefinitely.
Re: Show 2 explods in sequence without gaps
#11  November 02, 2020, 09:32:15 pm
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I need it to loop indefinitely.

for the whole fight?

not really knowing what exactly you are trying to achieve but you can try

[State 0, fall]  ;anim 1
type = Explod
trigger1 = time = (whatever you want the very first time it appears)
trigger2 = time%20 = 1 (whatever time you want it to reappear)
ID = 4427
removetime = 20

[State 0, fall]  ;anim 2
type = Explod
trigger1 = time = (whatever you want the very first time it appears)
trigger2 = time%6 = 1 (whatever time you want it to reappear)
ID = 5401
removetime = 6

or

in the Anim file take the first animation for the first explode and add the second animation for the second explode to it, add a LOOPSTART wherever you want it to loop

add this to the CNS

[State 0, fall]  ;anim 1
type = Explod
trigger1 = time = (whatever you want the very first time it appears)
ID = 4427 <----change to the new animation you just created

then put a RemoveExplod controller wherever you want the explod to stop

hope this helps

MGMURROW
Re: Show 2 explods in sequence without gaps
#12  November 03, 2020, 07:40:37 pm
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Before anything, thanks for your time.
This event happens after the opponent has been defeated so it lasts for the rest of the round until the next round or fight starts.
I tried your first example but it wont work. The sprite looks like it flashes because it appears and reappears. I really dont know how else should I put but what I want is very very simple.

I converted the animations into gifs so its hopefully easier to understand.

This is anim 1. It lasts 15 ticks and last frame is infinite



This is anim 2. Its only one frame and it is infinite



my code combines them and shows them as a single animation which SHOULD look like this



BUT instead it looks like this:



please notice the gap between animations. I know its not easy to spot because it lasts a mere 1 tick but it looks odd and I need to fix it.
Also please keep in mind I cant just create a new animation by putting the 2 together because that would imply to do it with every single character and I have way TOO MANY to do that. This is why I am using this approach.

Thank you.

Re: Show 2 explods in sequence without gaps
#13  November 05, 2020, 08:38:11 am
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So you're either missing some bit of information, or you're not saying everything.
If P2 is in a custom state, P1 can make any animation out of P2's sprites. Adding the animations to each character wouldn't be a real problem if the move only happens with 1 character. If the move happens in ALL of the characters, you could still copy and paste the Anim info into all of the Air files.

Make the 3rd animation.

You say you want the animation to loop indefinitely, that both anims have times of -1 as the last frame, But I don't see how it's told to stop and switch the anim except for your remove times. BUT
trigger1 = time%2 = 1 && numexplod(4427) = 0 && numexplod(5401) = 0
trigger1 = numexplod(4427) = 0 && numexplod(5401) = 0
These triggers kind of contradict each other.
If you're wondering why there could be a blank frame, the time%2 would do that.

BUT this whole thing would probably work best as a helper.

Please explain why you can't use a 3rd animation?
vVv Ryuko718 Updated 10/31/22 vVv
Re: Show 2 explods in sequence without gaps
#14  November 05, 2020, 07:19:42 pm
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As I said, my game has over 200 characters. Adding this animation to each one of them is out of the question and its just not practical. Its much easier to use the 2 animations already present in all characters.

The whole thing begins at tick no. 0.

The first explod has a remove time of 20 so tick no. 20th should be the last frame and therefore explod 2 should begin at tick no. 21st.
Explod 2 has a remove time of 6 so tick no. 26th should be the last frame and therefore explod 1 should restart at tick no. 27st.

So why the blank frame??
Re: Show 2 explods in sequence without gaps
#15  November 05, 2020, 07:46:27 pm
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cant you just put the animation into your common air/sff fightfx and reference that in the custom state when using explod? also supercain can you just upload your character to me?
Re: Show 2 explods in sequence without gaps
#16  November 05, 2020, 07:55:12 pm
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No, I cant do that because the animation will change according to the character so it has to be read from each characters own air file.
Which character do you want me to upload? I have TOO MANY.
Re: Show 2 explods in sequence without gaps
#17  November 05, 2020, 08:27:04 pm
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Re: Show 2 explods in sequence without gaps
#18  November 05, 2020, 08:31:10 pm
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Im not talking about a character in specific. Any character can enter that state and have the same problem. But if you still want it I can upload it for you.
Re: Show 2 explods in sequence without gaps
#19  November 06, 2020, 09:10:43 pm
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Hard to believe nobody can provide a solution to this problem. I cant see why is it such an issue. Is it a bug or something?
Re: Show 2 explods in sequence without gaps
#20  November 07, 2020, 07:50:31 am
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Because you're not doing the easy way for some crazy reason. Why, if the 2 animations are 20 and 6 tics, are you not using Time= as your trigger(s)?

Also, if All of the characters have these 2 specific animations, Are they using the same default sprite numbers? I don't understand what you dont understand. You say you have 200 characters. Fantastic. My build has a little over that also. IT DOES NOT MATTER to P1. This is clearly a hit reaction. It's basically a normal throw. Make it use P2's sprites and be done with it.
When you ignore questions, I can't help you
Is this for a Full Game? 

If you ignore this next question, I'm going to stop helping you.

Why do you think you can't use P1 to have all 200 characters use the animation in P1? And if you say the same sentence I'll definitely stop helping.

I'm totally missing something. Somehow, You're making an explode from P2's animation?? You're not making it a helper for some reason?

You still haven't posted the entire explod either.
The struggle is you're refusal to do it 2 simple ways for some unsaid reason. I dont get it.

And watch the double post.
vVv Ryuko718 Updated 10/31/22 vVv