Some stuff

Started by _nabeshin_, December 15, 2007, 11:49:47 AM

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_nabeshin_

hi!
well, i'm a bit stuck in some stuff, any help is welcome  :sugoi: :
I'm having some troubles with projectiles, is there a way to do what follows(without creating a projectile each tick)?
[State 1002, Projectile]
type = Projectile
trigger1 = Time = 0
ProjID = 1000
projanim = 1002
projhitanim = 1004
velocity = Vel X,0
postype = p1         ;p2,front,back,left,right
attr = S,SP
hitflag = MA
guardflag = MA
animtype = medium          ;light,medium,hard,back,up,diagup
damage = 30,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15             ;Time that the opponent slides back
ground.hittime  = 15             ;Time opponent is in hit state
guard.hittime = 10
ground.velocity = -7             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-6           ;X-velocity at which opponent is pushed,
             ;Y-velocity at which opponent is pushed
air.hittime = 13                 ;Time before opponent regains control in air
fall = ifelse(P2statetype = A,1,0)  ;aixo s'ha d'arreglar
palfx.time = 30
palfx.mul = 120,20,124
palfx.add = 100,0,100
palfx.sinadd = 85,110,55,10
palfx.invertall = 1
palfx.color = 0

Something else, i'm trying to use hi-res sparks, is there a way to scale them through air file?cause sometimes it can causes me this bug when projectiles are done with helpers  :-\:


And the last thing(and most important), since my editing skills sucks, i'm looking for someone interested in editing these sprites in cvs style for me   ;D :
http://www.This link no longer works, sorry/?d=UGLSYQQB :ninja:

Cyanide

Well i don't even slightly understand your first question. You've only created 1 projectile. Whats going wrong?

here look i've made a changestate what's wrong with it
[state 200]
type  = changestate
trigger1 = time = 5
value = 0
ctrl = 1

Not too helpful really is it. Your second bug looks like an issue with your code more than anything else. You've hit a helper and have got an explod with postype = p2. Erm, target, !ishelper in the trigger for the explod would probably do it. Otherwise you're looking at manual scaling on the explods. Alternatively you could 2x all the characters sprites and 0.5 everything in the .cns.

Editing, try Dev resources. You might get lucky.


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.

_nabeshin_

QuoteWell i don't even slightly understand your first question. You've only created 1 projectile. Whats going wrong?
wow sorry, i want to create a projectile that makes P2 fall if it in air, and "normal" any othe case; in this part: fall = ifelse(P2statetype = A,1,0), seems it's static after created, so if P2 is jumping while im doing the projectile, it will always make him fall, no matter if he have landed or not, is there a way to change this?with modifyprojectile(if exists..) or something?

QuoteYour second bug looks like an issue with your code more than anything else. You've hit a helper and have got an explod with postype = p2. Erm, target, !ishelper in the trigger for the explod would probably do it. Otherwise you're looking at manual scaling on the explods. Alternatively you could 2x all the characters sprites and 0.5 everything in the .cns.

This is my first time using hi-res sparks, and i thought the way to do it was putting sparkno = -1 to hitdef and adding te spak through explods, is it the right way?
About the last part i haven't understand anything  o_O, nevermind, probably !ishelper will work, thanks!

Cyanide

Thats much better.

If you wish him to fall while standing, fall = 1, if you want him to fall in the air, air.fall = 1, check out sctrls.html in your mugen docs folder for more hitdef options, there's lots.


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.

_nabeshin_