YesNoOk
avatar

water effects show up code for certain stages in winmugen (Read 10585 times)

Started by BahamianKing242, May 06, 2017, 12:52:39 am
Share this topic:
water effects show up code for certain stages in winmugen
#1  May 06, 2017, 12:52:39 am
  • ****
can anyone tell me how to make water detect on a certain stage in winmugen?
Re: water effects show up code for certain stages in winmugen
#2  May 09, 2017, 03:57:08 pm
  • ****
  • Club -SyN- in my past life
    • USA
    • negative-edge.net
You are better off using 1.0/1 for this.
Back in the winmugen days before 1.0 and up, you would have to add a z pos command line as a detection for your characters to id a stage for certain effects to happen. I did this back in the day with my old works.

for instance, one of my old recovered  interactive stages for Winmugen has this inside:

[State -1, P1 Meteor Storm id]
type = helper
triggerall = roundstate >= 0 && teamside = 1
triggerall = Floor(Pos Z = 300)
trigger1 = 1 && !numhelper(99887701)
helpertype = Normal
id = 99887701
name = "P1 MS STAGE HELPER ID"
pos = 0,200;9999999999
stateno = 99887701
supermovetime = 999999999
pausemovetime = 999999999
ownpal = 0
ignorehitpause = 1

[State -1, P2 Meteor Storm id]
type = helper
triggerall = roundstate >= 0 && teamside = 2
triggerall = Floor(Pos Z = 301)
trigger1 = 1 && !numhelper(99887701)
helpertype = Normal
id = 99887701
name = "P2 MS STAGE HELPER ID"
pos = 0,200;9999999999
stateno = 99887701
supermovetime = 999999999
pausemovetime = 999999999
ownpal = 0
ignorehitpause = 1

Look at the bold lines, the pos z is used to id the stage and its best to do this under a negative statedef

and in the stages Def file

[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty and p1startz should be 0.
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 300            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 301
p2facing = -1

The bold lines are basically used as an id so the that block of characters code above can detect it
so once detected anything in the helper block will be used for that stage only.

BUT

It's strongly recommended that you use Mugen 1.0's StageVar state controller for this since it replaces what I explained above and its more reliable but if you prefer using winmugen, what I explained would be the way to do it.

Good luck.
Re: water effects show up code for certain stages in winmugen
#3  May 10, 2017, 05:58:09 am
  • ****
yea thanks for this ill study this. yea i know about the stage var. my cvs mugen is 1.0 and i use that code to add water effects in stuff. only reason why im still using winmugen for my kof mugen is because i havent found anyone to convert my new lifebar i fix and edit for the game to work for 1.0. thats why mainly
Re: water effects show up code for certain stages in winmugen
#4  May 10, 2017, 06:04:39 am
  • ****
so how would i put the codes for water effect exactly in winmugen? and the sounds to
Re: water effects show up code for certain stages in winmugen
#5  May 10, 2017, 05:32:04 pm
  • ****
  • Club -SyN- in my past life
    • USA
    • negative-edge.net
Make an invisible helper under a negative statedef -1,-2,or -3 using a detection method mentioned earlier.

then add your water animations and sound effects in that helper state.
Re: water effects show up code for certain stages in winmugen
#6  May 11, 2017, 12:53:18 am
  • ****
  • Club -SyN- in my past life
    • USA
    • negative-edge.net
I found one of my older Winmugen stages where I'm using this method.

Feel free to take a look at how I did things.

Should be fully detailed.


Re: water effects show up code for certain stages in winmugen
#7  May 11, 2017, 09:36:27 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Also pleases note that if anyone else has used a Z floor position of -300 for no reason other than say, they've used Negative Edges stage as a template for their own without knowing what it does your code will false positive.

1.0 and 1.1 will be 100% reliable as most people will change names and authors on their stages even if they've used a template.


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: water effects show up code for certain stages in winmugen
#8  May 11, 2017, 10:02:43 am
  • *****
  • Estoy siempre listo para un desafĂ­o.
    • Puerto Rico
    • im41784@yahoo.com
It will probably be easier to convert the lifebars to 1.0 than
coding water fxs into your chars and stages..
Re: water effects show up code for certain stages in winmugen
#9  May 12, 2017, 04:43:34 am
  • ****
yea memo i know but ive been trying for months now to have someone convert the lifebars to 1.0 for me so that i can use 1.0 mugen but nobody wants to help
Re: water effects show up code for certain stages in winmugen
#10  May 12, 2017, 04:44:29 am
  • ****
Re: water effects show up code for certain stages in winmugen
#11  May 13, 2017, 12:45:29 am
  • ****
I've tried your codes add the sprites to and it works. But now trying to figure out how to just add sound for when chars fall to the ground. Like in some kid games they have some stages with special sounds when chars hit the ground. Can you setup codes for that?
Re: water effects show up code for certain stages in winmugen
#12  June 12, 2017, 05:59:59 pm
  • ****