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MakeDust (SCTRL) Deprecated

Started by JustNoPoint, October 29, 2015, 11:54:20 PM

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JustNoPoint

This controller is deprecated; use the Explod controller.

Creates dust effects.

Required parameters:
none

Optional parameters:
pos = x_pos, y_pos (int)
Specifies the position that the dust should be drawn at, relative to the player's axis. Defaults to 0,0.

pos2 = x_pos, y_pos (float)
Specifies the position to simultaneously draw a second dust cloud at. If omitted, the second dust cloud is not drawn.

spacing = value (int)
Determines the number of frames to wait between drawing dust clouds. For instance, spacing = 3 (the default) will draw a new cloud of dust every third frame. spacing should be 1 or greater.

Example:
none

Odb718

#1
Just to be clear, What can we put exactly, so

[State 105, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

is perfectly mimicked?
Is there a way to use the default system sprite used by MakeDust in the Explod?


----
Using 20S suggestions, I came up with this

[State 0, MakeDust]
type= explod
triggerall = time%6   ;Becomes spacing
trigger1 = Time >= 0
pos = -16,0
anim=f120
ontop = 1


Seems to work exactly the same. Without ontop, the explod would fall behind P1 and/or P2. MakeDust never seemed to do that.
The time% is used for the timing of spacing. There may be an issue if you start the explod at say, time = 7 and your spacing is 4. I believe for that you'd want to use
triggerall = time%4=3
because 4+3=7
vVv Gouken718 vVv SabreTooth718 vVv


2OS

^ yes

just like for sounds you put an f in front of the value. the dust animation is 120.


[State ]
type=explod
trigger1=1
anim=f120
pos=16,0


Quote from: Explod Topic
anim = [F]anim_no (int)
anim_no specifies the number of the animation to play back. The 'F' prefix is optional: if included, then the animation is played back from fight.def.

Cyanide

Makedust lets you create 2 dusts at once, To replicate that aspect you actually need 2 explod controllers as well. 1 with an alternative trigger would net a 1 tick gap between the 2 animations, although that is pretty minor.

I actually quite like makedust. I can understand the deprecation but i have found it useful sometimes because it's simple and requires no sff or .air effort.


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.

2OS

i can't understand why they're deprecating useful things like this and player helpers but not deprecating (per se) extremely dumb shit like .CMD.

what fucking ever elecbyte.

Jesuszilla

how exactly is this useful when Explod and (to an extent) Projectile can serve the same purpose

Cyanide

Makedust is safe in custom states. And 1 controller allows for 2 to spawn.

It has been overridden and it is totally reasonable why, explod is far more flexible, but for quick dust puffs, makedust is excellent, 4 lines of code and you're done.


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.

Jesuszilla

Safety in custom states is more or less due to using animations from fight.air, though, right? You could still achieve the same thing with Explods.