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Death animation problem (Read 791 times)

Started by Trackiest head, August 23, 2020, 08:28:46 pm
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Death animation problem
#1  August 23, 2020, 08:28:46 pm
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Hi. I'm doing the last finishes to my WIP (there's a chance that it might get released in a few days).
Concretely his death animation that plays when the match is over.

While I have arranged the whole animation to play correctly, there's an issue which is that for whatever reason there's a pretty long time (around 10 seconds) before the opponent does his/her/its winpose as if there was an AssertSpecial SCTRL doing this, except theresn't any.

The state where the whole animation happens triggers right after state 5150 which is the "LieDead" state thanks to his ChangeState

Code:
[State 5150, ChangeState]
type = ChangeState
trigger1 = matchover = 1
value = 25000
ctrl = 0

And these are the CTRL's of the death animation itself.

Code:
;haha Tracky go boom
[statedef 25000]
type = S
physics = S
movetype = I
anim = 5120


[State 25000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 25001
ctrl = 0

[statedef 25001]
type = S
physics = S
movetype = I
anim = 25000


[State 25001, Explod]
type = Explod
triggerall = time > 10
trigger1 = gametime%180
anim = 8018
ID = 8018
pos = 10-random%120,0-random%120
postype = p1 
removetime = -2
scale = 1,1
ontop = 1

[State 25001, ChangeState]
type = ChangeState
trigger1 = time > 100
value = 25002
ctrl = 0

[statedef 25002]
type = S
physics = S
movetype = I
anim = 25001

[State 25002, Explod]
type = Explod
trigger1 = !time
anim = 8027
ID = 8027
pos = 0,-40
postype = p1
removetime = -2
scale = 1.25,1.25
ontop = 1

[State 25002, ChangeState]
type = ChangeState
trigger1 = time > 20
value = 25003
ctrl = 0

[statedef 25003]
type = S
physics = S
movetype = I
anim = 25002

[State 25003, Null]
type = Null
trigger1 = 1

Is there something I gotta add here?
Last Edit: August 24, 2020, 04:38:25 pm by Trackiest head
Re: Death animation problem
#2  August 24, 2020, 08:03:13 am
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Gotta go back to 5150. Match doesnt end properly unless youre in that state. Hardcoded.


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Re: Death animation problem
#3  August 24, 2020, 08:22:26 am
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alternatively add roundstate=4 to that first changestate
Re: Death animation problem
#4  August 24, 2020, 04:37:54 pm
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Ok, what I've done is add a changestate that takes back to state 5150, which now has a ChangeAnim added. Also, to prevent looping I've used a Var in the Changestate of 5150 that leads to the death animation.
Thanks for the help you all.