Scale Help

Started by ExitWound, April 07, 2010, 11:44:50 PM

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ExitWound

I'm currently working on a character that powers up and scales 2 times as large. The move works just fine but when he changes states he goes back down to normal size. How can I make it so he stays 2 times as large for the rest of the round? Or even better, for a set time?

Cyanide

Apply the angledraw with state -2.

Please note this does NOT increase clsn size.


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.

ExitWound

Ehh, it didn't work...
This is what I have:
[Statedef 4000]
Type = S
MoveType = A
Physics = S
Juggle = 1
Velset = 0,0
Ctrl = 0
Anim = 4000

[State 4000]
Type = SuperPause
Trigger1 = AnimElem = 1
Time = 50
Anim = -1

[State 4000]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = 0,0

[State 4000]
Type = Explod
Trigger1 = AnimElem = 2
Anim = 3060
PosType = p1
Pos = 0,0
SprPriority = 4
Time = 150
Scale = 1.5,1.5

[State -2]
Trigger1 = Time >= 70 && Time <=77
Type = AngleDraw
Scale = 1.1,1.1

[State -2]
Trigger1 = Time >= 78 && Time <=80
Type = AngleDraw
Scale = 1.05,1.05

[State -2]
Trigger1 = Time >= 81 && Time <=87
Type = AngleDraw
Scale = 1.3,1.3

[State -2]
Trigger1 = Time >= 88 && Time <=90
Type = AngleDraw
Scale = 1.25,1.25

[State -2]
Trigger1 = Time >= 91 && Time <=97
Type = AngleDraw
Scale = 1.5,1.5

[State -2]
Trigger1 = Time >= 98 && Time <=100
Type = AngleDraw
Scale = 1.45,1.45

[State -2]
Trigger1 = Time >= 101 && Time <=107
Type = AngleDraw
Scale = 1.7,1.7

[State -2]
Trigger1 = Time >= 108 && Time <=110
Type = AngleDraw
Scale = 1.65,1.65

[State -2]
Trigger1 = Time >= 111 && Time <=117
Type = AngleDraw
Scale = 1.9,1.9

[State -2]
Trigger1 = Time >= 118 && Time <=120
Type = AngleDraw
Scale = 1.85,1.85

[State -2]
Trigger1 = Time >= 121
Type = AngleDraw
Scale = 2,2

[State 4000]
Type = EnvShake
Trigger1 = AnimElem = 2
Time = 150
Ampl = 6
Freq = 120

[State 4000]
Trigger1 = AnimTime = 0
Type = ChangeState
Ctrl = 1
Value = 0

Sorry if I'm doing something really stupid. I'm pretty new.

Sam

You are doing something really stupid xD hausheua
You should paste that code in ur statedef -2, not in ur statedef 4000 xD
But icrease things like that isn't good, because your colision boxes will still the same, and when your character get caught by a throw the scale probably will cause a bug

Shamrock

The best way to do that is add a second set of animations for each move and add states that use the blown up character animations.

Basically it would be a transformation.

You would have to make the character unthrowable though otherwise he will shrink when hit by custom hits and throws.

ExitWound

Alright thanks for the help =]

Cyanide

Actually, if you just increased the clsn boxes in the new anim's then increased the scale, this would be compatible with throws. Sure, the boxes would be small if you were thrown, but anything like that is generally catered for by the character doing the throwing.


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.