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Mugen Zoom In at Start of Match

Started by Azul Crescent, December 03, 2017, 12:46:04 AM

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Azul Crescent

So i wanna say i'm pretty good at zoom and messing with stages so that even those that were too small, would be able to use zoom.

However there's one thing i can't figure out. I've seen some videos of people's mugen matches where, at the start of the match, it seems like their stage is fully zoomed out but then it immediately zoom's in to the specified values.

How exactly is this done? With what commands and what values?

Is it Startzoom? i've tried it and it doesn't work.

Any help would be appreciated.

Devon

I've only seen that in IKEMEN videos, got a video link or something?

Azul Crescent

Quote from: President Devon on December 03, 2017, 12:52:10 AM
I've only seen that in IKEMEN videos, got a video link or something?

Oh it was Ikemen apparently, i was stupid and didn't read the full video description.

that kinda sucks its ikemen exclusive...

Memo

Just create some helpers during the intro states that control the camera.
One roll out to the left, one to the right and it will zoom out the stage.

adriano gt

Quote from: Memo on December 03, 2017, 03:37:48 AM
Just create some helpers during the intro states that control the camera.
One roll out to the left, one to the right and it will zoom out the stage.

good info.... really interesting

sethzel

Look this is a great help tutorial step by step  by electro

https://youtu.be/ZAgVMjFWqk8

diletDis

you can achieve the same effect using a helper with a "width".  add a var to it and make it increase/decrease to get that zoom (make it larger  than screen to work)

Memo

I just did this myself but it only works on 1.1 zoom stages
just copy paste, pretty simple

THIS GOES IN CHARACTER INTRO STATES
Spoiler (click to show)



[State 181,CAMERA]
type = helper
trigger1 = pos X != 0
trigger1 = Time = 0
name = "Camera1"
id = 6001
postype = back
pos =  pos x = -10
stateno = 6001
helpertype = normal
ownpal = 1
keyctrl = 1
[State 181,CAMERA]
type = helper
trigger1 = pos X != 0
trigger1 = Time = 0
name = "Camera2"
id = 6002
postype = front
pos =  pos x = 10
stateno = 6002
helpertype = normal
ownpal = 1
keyctrl = 1



AND THESE ARE THE HELPER STATES FOR THE CAMERA
Spoiler (click to show)



;CAMERA FOCUS ON INTRO
[Statedef 6001]
type = S
physics  = S
ctrl = 0
[state 6001,TURN]
type=turn
trigger1=ishelper(6001)
trigger1=facing!=root,facing
ignorehitpause=1
[State 6001,vel]
type = VelSet
trigger1 = parent,pos X > 0
x = -2
[State 6001,vel]
type = VelSet
trigger1 = parent,pos X < 0
x =  -2
[State 6001,vel]
type = VelSet
trigger1 = parent,pos X = [-5,5]
x = 0
[State 6001, WIDTH]
type = Width
trigger1 = 1
value = 1,1
[State 6001, NHB]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 6001,AS]
type = AssertSpecial
Trigger1 = 1
flag = invisible
flag2 = noshadow
[State 6001,Bound]
type = ScreenBound
trigger1 =1
value =1
movecamera = 40,0
[State 6001,push]
type = PlayerPush
trigger1 =1
value = 0
[State 6001, Destroyself]
type = destroyself
trigger1 = root, stateno = 0
trigger1 = enemy, Life >= 1

;CAMERA FOCUS ON INTRO
[Statedef 6002]
type = S
physics  = S
ctrl = 0
[state 6001,TURN]
type=turn
trigger1=ishelper(6002)
trigger1=facing!=root,facing
ignorehitpause=1
[State 6001,vel]
type = VelSet
trigger1 = parent,pos X > 0
x = 2
[State 6001,vel]
type = VelSet
trigger1 = parent,pos X < 0
x =  2
[State 6001,vel]
type = VelSet
trigger1 = parent,pos X = [-5,5]
x = 0
[State 6001, WIDTH]
type = Width
trigger1 = 1
value = 1,1
[State 6001, NHB]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 6001,AS]
type = AssertSpecial
Trigger1 = 1
flag = invisible
flag2 = noshadow
[State 6001,Bound]
type = ScreenBound
trigger1 =1
value =1
movecamera = 40,0
[State 6001,push]
type = PlayerPush
trigger1 =1
value = 0
[State 6001, Destroyself]
type = destroyself
trigger1 = root, stateno = 0
trigger1 = enemy, Life >= 1



Enjoy

Devon


Memo

#9
Quote from: President Devon on January 08, 2018, 12:51:46 AM
Noice, thanks Memo.

no problem, I'll also upload a vid soon to show the FX.
if youtube lets me..

edit*
heres a video


VGames

#10
Hey good job Memo. This'll add a bit more variety to my stages' intro cam effects.

Edit: ok so I added this to a few of the stages to see how it goes and if I let the intro play all the way through, after the intro ends the camera will move over to where player 1 is in the middle of the screen and player 2 is further to the right of the screen. Any ideas why this is happening? If I skip the intro at any time the camera is set perfectly in the middle of the screen as it should be.

Devon

Does your character have existing 6001/6002 states? if so you'll need to change those around.

VGames

Yeah I already changed the 6001 and 6002 to 69001 and 69002. But it doesn't help. Everything looks like it should work coding wise. I also changed the ishelper triggers to reflect the new stateno as well. Very weird.

Memo

Quote from: VGames on January 16, 2018, 02:53:13 AM
Yeah I already changed the 6001 and 6002 to 69001 and 69002. But it doesn't help. Everything looks like it should work coding wise. I also changed the ishelper triggers to reflect the new stateno as well. Very weird.
Are both chars patched with the code?

VGames

Yes I added the code to the common file. All my characters call on a helper that adds lots of different effects to stages from their intro state. That helper then calls on these 2 camera zoom helpers that u made. The camera zoom helpers code is in the common file as well.

VGames

I've been trying to get this to work since my first post and I've still not figured out why the game focuses the camera on one of the characters once the round starts rather than centering the camera like it's supposed to. In between the characters. Like in the video. Any ideas why this would happen?

Memo

Quote from: VGames on January 25, 2018, 02:43:17 AM
I've been trying to get this to work since my first post and I've still not figured out why the game focuses the camera on one of the characters once the round starts rather than centering the camera like it's supposed to. In between the characters. Like in the video. Any ideas why this would happen?

You using 1.1? And have both chars patched?

VGames

Yeah 1.1 and both characters are using the code. I don't get it. Would having the helper code in the common cns be a problem? I wouldn't think so.

Memo


VGames

#19
I don't think that would be a good idea since they are very much tied into the common.cns, fightfx.sff, and common sound files. It would be better if you just downloaded one of muteki's Guilty Gear XX characters from mugen free for all. I used all his characters as a base for my guilty gear game and I haven't changed anything about them except for adjustments to their life and power values and I added a lot of blood and gore effects to them. Download Sol Badguy since that's who I'm trying this on. Hope you can figure something out.

http://mugenfreeforall.com/index.php?/topic/25438-guilty-gear-series/