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My char's winning and losing animations aren't played when round time is over. (Read 764 times)

Started by supergarrocha, April 27, 2014, 05:31:46 pm
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My char's winning and losing animations aren't played when round time is over.
#1  April 27, 2014, 05:31:46 pm
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 I have a new problem now. It is that when this char either wins a fight or loses it, the 170 and 180 animations aren't shown.
What should be done to solve this problem?

My char is one that doesn't move. He fights like that and it's ok. But I want to see them celebrating wins or falling down when losing. Ngeo and vgma helped me and this is how state 5900 looks like now:

Spoiler, click to toggle visibilty



Thanks guys.
Re: My char's winning and losing animations aren't played when round time is over.
#2  April 27, 2014, 06:03:20 pm
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I don't think those codes have errors.

Do you have state 180/181 and state 170?
Re: My char's winning and losing animations aren't played when round time is over.
#3  April 27, 2014, 06:38:51 pm
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I don't think those codes have errors.

Do you have state 180/181 and state 170?

Yes, I have them. Could you take a look, please? May be the problem is here:

Spoiler, click to toggle visibilty
Re: My char's winning and losing animations aren't played when round time is over.
#4  April 27, 2014, 07:18:38 pm
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Why is 'anim = 5110' in statedef 170? 5110 is the lie dead animation.

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dragon punch to stand a chance."
Re: My char's winning and losing animations aren't played when round time is over.
#5  April 27, 2014, 08:50:48 pm
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Re: My char's winning and losing animations aren't played when round time is over.
#6  April 27, 2014, 08:57:14 pm
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Why is 'anim = 5110' in statedef 170? 5110 is the lie dead animation.

Hi Sheng Long. Unluckily, I changed the 5110 into 170, but it still doesn't work.  :(

no i think sheng long means make that 5110 anim number into a totally different number begin state animation other than the 5000 range. 5110 is an important lie down state animation number that shouldnt be used for stuff like that.

But make sure in the AIR section the 170 number (begin action) is there and in the CNS area where you have the code its like this too or it wont work


[Statedef 170]
type = S
ctrl = 0
anim = 170;<----here
velset = 0,0

[State 170,1]     ;para hacer poses largas de ganador (Dracul)
type = AssertSpecial
trigger1 = Time = [0,320]  ;en vez de 340, puede ser la cantidad de tiempo que you quiera (Uba)
flag = RoundNotOver

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1