add004basic

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 PM

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RΣDDBRIПK

#1140
Is there any way to disable the Hyper KO FX in add004?

EDIT: Solved
Quote from: Penguinz0
"Oh its all happening! Everything that's ever existed is happening at once!"

1nonly

Which files do I have to download?

kritovall

how i install this, we need a tutorial please!

BurningSoul

download all of mugen_a4b from onedrive https://onedrive.live.com/?authkey=%21AB69MXIhExeFFTo&id=D1C297A61B1EF0FA%21263&cid=D1C297A61B1EF0FA
except work folder,also download pie
paste bat and text files to where your mugen.exe is,copy and paste the bar folder you wanna use inside rar(add004,add004_bs0,add004_svc) to data folder,open the folder of bar you wanna use,copy common1.cns,paste it to data folder
copy your system def and paste it to lifebar's folder
open system def and find
fight =

change it to this if you are using svc folder
fight = add004_svc/res/fight_720p.def(other resolutions are available too check them)


change it to this if you are using bs0 folder
fight= add004_bs0/res/fight_720p.def(other resolutions are available too check them)

change it to this if you are using add004 folder
fight = add004/res/fight_720p.def(other resolutions are available too check them)



If you wanna update it then click over name of that zip in onedrive(update_20170725) and inside that download mugen_a4b_2017725,and paste it to whatever bar you are using(if you are using add004 folder version or add004_bs0 or add004_svc)

Finally
Patch your characters using pie.exe,I do it manually so it doesnt miss anyone but you can just click over mugen.exe and patch,which should do all characters

STANLEY69

Aren't there like bonus games like characters only for add004?

KOFHƎRO77

Quote from: STANLEY69 on September 02, 2018, 01:14:15 AM
Aren't there like bonus games like characters only for add004?

I think you are talking about the kfm bonus,its not for add004 only,its in tatsu's onedrive in the sample chars folder.But be aware that the bonus stage will work only with the ai on

culebrin

Quote from: President Devon on December 19, 2017, 05:29:21 AM
Download and install to your mugen directory in this order, overwrite as you go:

up_add4/mugen_a4b_20170225
up_add4/mugen_a4b_20170225p
up_add4/update_20170725/mugen_a4b_20170225p6

Patch characters with add004pie

Open up common1.cns, find ;;>>@Config.System_Switch>>
Follow the directions, you want to enable show key_input and disable tag system.

i updated char and get a problem

Flowrellik


STANLEY69

I wonder if he will ever update the add004 life bars cause the latest update one is kinda not good for me tbh.

STANLEY69

Also, not gonna lie, but. Almost of CaptainVulcan's videos shows the CPU-8 thing on top of the right corner and it always bothers me. What does it mean at all?





LuizFilipeRN

its meant to be the difficulty level of the cpu being 8 the hardest


EveryonesKouhai

So I'm using reddbrinks haggar and his intros stopped working, any fix

RΣDDBRIПK

Quote from: kingofgames1996 on October 03, 2018, 03:32:21 AM
So I'm using reddbrinks haggar and his intros stopped working, any fix
are you using the unfinished beta?
Quote from: Penguinz0
"Oh its all happening! Everything that's ever existed is happening at once!"

Flowrellik


It seems like Tatsu's just showing off the roster he used. No updates on add004 or even stages for that matter.

EveryonesKouhai

Quote from: ReddBrink on October 03, 2018, 03:43:07 AM
Quote from: kingofgames1996 on October 03, 2018, 03:32:21 AM
So I'm using reddbrinks haggar and his intros stopped working, any fix
are you using the unfinished beta?


I believe I'm using the version you first released

BurningSoul

#1156
ok you wanna learn how he does his own sparks?
sparkno=0 ;2  ;3  ;4  5                                                                                                                                                                                                                                   
guard.sparkno=40 ;41 ;42                                                                                                                                                                                                                                                         
guard.ctrltime=id +0(var(31):=0 ;2 ;3 ;4  5|| var(30):= 510584 ;>=last value is equal to y of sparkxy value
For Helper Sparks Stateno 152100
helper size.height=0,2,3,4, 40,41,42(is guarding)
var(31) determines which spark you are using

also paste this to cmd,if you want it to work

;;---
;;---
;; hit_spark / guard_spark (v30-32)
;;--- set
;[state 0]
;    type=varset
;    trigger1=(movecontact=1) && (var(32)=-1)
;    var(32)=hitpausetime ;;<- memo hitpausetime to var
;    ignorehitpause=1
;;--- hit_spark_def
;[state 0]
;    type=explod
;    trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0)
;    trigger1=var(31)>=0 ;; sparkno
;    anim=f0+ifelse(movehit,ifelse(var(31)%10<3, var(31)%10, 3), 40)
;    ownpal=0
;    postype=p2
;    pos=((var(30)/1000)%1000)-500, floor( (500-(var(30)%1000)) const(size.yscale) -p2dist y)
;    sprpriority=5
;    facing=-1
;    ignorehitpause=1
;[state 0]
;    type=playsnd
;    trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0)
;    trigger1=var(31)>=0 ;; sparkno
;    value=f5+(movehit=0), ifelse(var(31)%10>4,4,var(31)%10)(movehit>0)
;    ignorehitpause=1
;;--- reset
;[state 0]
;    type=varset
;    trigger1=(var(32)>-1)
;    var(32)=-1


You can even modify sparks within common.cns/fightfx/or air file and do your own thingy an example would be https://www.youtube.com/watch?v=LIi_7btf_Ms

W_G_D3DM4N

Anybody have any idea on how to fix the camera when you k.o. the other team? It's never on my side it's always where the k.o. side landed.

HyperClawManiac

Quote from: mete122 on October 12, 2018, 05:08:57 PM
ok you wanna learn how he does his own sparks?
sparkno=0 ;2  ;3  ;4  5                                                                                                                                                                                                                                   
guard.sparkno=40 ;41 ;42                                                                                                                                                                                                                                                         
guard.ctrltime=id +0(var(31):=0 ;2 ;3 ;4  5|| var(30):= 510584 ;>=last value is equal to y of sparkxy value
For Helper Sparks Stateno 152100
helper size.height=0,2,3,4, 40,41,42(is guarding)
var(31) determines which spark you are using

also paste this to cmd,if you want it to work

;;---
;;---
;; hit_spark / guard_spark (v30-32)
;;--- set
;[state 0]
;    type=varset
;    trigger1=(movecontact=1) && (var(32)=-1)
;    var(32)=hitpausetime ;;<- memo hitpausetime to var
;    ignorehitpause=1
;;--- hit_spark_def
;[state 0]
;    type=explod
;    trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0)
;    trigger1=var(31)>=0 ;; sparkno
;    anim=f0+ifelse(movehit,ifelse(var(31)%10<3, var(31)%10, 3), 40)
;    ownpal=0
;    postype=p2
;    pos=((var(30)/1000)%1000)-500, floor( (500-(var(30)%1000)) const(size.yscale) -p2dist y)
;    sprpriority=5
;    facing=-1
;    ignorehitpause=1
;[state 0]
;    type=playsnd
;    trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0)
;    trigger1=var(31)>=0 ;; sparkno
;    value=f5+(movehit=0), ifelse(var(31)%10>4,4,var(31)%10)(movehit>0)
;    ignorehitpause=1
;;--- reset
;[state 0]
;    type=varset
;    trigger1=(var(32)>-1)
;    var(32)=-1


You can even modify sparks within common.cns/fightfx/or air file and do your own thingy an example would be https://www.youtube.com/watch?v=LIi_7btf_Ms

Do I have to change every hitdef in a char's files for the sparks?

BurningSoul

#1159
yep,also I seem to have some error with this,not sure why or how but it works sometimes,and sometimes it doesnt so might as well just try this cmd code
for characters that use pots sparks etc(example: sparkXY = -10 + 0 * (var(35) := 59), var(36):= -78 will be changed to sparkXY=-10,-78)
I also suggest disabling sparkno or guardno or whatever if a problem occurs

;--------------------
; hit_spark / guard_spark (v30-32)
;--- set
[state 0]
type=varset
trigger1=(movecontact=1) && (var(32)=-1)
var(32)=hitpausetime ;;<- memo hitpausetime to var
ignorehitpause=1
;--- hit_spark
[state 0]
type=helper
trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)>0) && (sysvar(4)=0)
trigger1=var(31)>=0 ;; sparkno
id=152100
stateno=152100
helpertype=normal
ownpal=0
keyctrl=0
postype=p2
pos=((var(30)/1000)%1000)-500, floor( (500-(var(30)%1000)) *const(size.yscale) -p2dist y)
size.height= (var(31)%10) +(moveguarded)*40 ;; hit/guard_spark
facing=1
ignorehitpause=1
;--- hit_spark_def
[state 0]
type=explod
trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0) && (sysvar(4)=0)
trigger1=var(31)>=0 ;; sparkno
anim=f0+ifelse(movehit,ifelse(var(31)%10<3, var(31)%10, 3), 40)
ownpal=0
postype=p2
pos=((var(30)/1000)%1000)-500, floor( (500-(var(30)%1000)) *const(size.yscale) -p2dist y)
sprpriority=5
facing=-1
ignorehitpause=1
;;[state 0]
;; type=playsnd
;; trigger1=(movecontact=1) && (var(32)=hitpausetime) && (sysfvar(0)<=0) && (sysvar(4)=0)
;; trigger1=var(31)>=0 ;; sparkno
;; value=f5+(movehit=0), ifelse(var(31)%10>4,4,var(31)%10)*(movehit>0)
;; ignorehitpause=1
;;--- reset
[state 0]
type=varset
trigger1=(var(32)>-1)
var(32)=-1