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jamestheepic

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Messages by jamestheepic

    

I really couldn't think of any good idea of what to name this post

 June 23, 2024, 08:44:19 am View in topic context

so i'm trying to make so my char returns to normal after doing a move however it doesn't changestate like its supposed to  and i need help on how to fix it.

heres the code:
;Dino Drop
[Statedef 410]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 410
sprpriority = 3
velset = 0,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(4204)
id = 4204

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S420,3
volumescale = 230
abspan = 0
channel = 2

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "D I N O S A U R"
ID = 411
stateno = 411
pos = 0,-350
postype = p2
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 3


;---------------------------------------------------------------------------
;Dinosau
[Statedef 411]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 411
sprpriority = 5
velset = 0,16

[State 0, VelAdd]
type = VelAdd
trigger1 = vel y > 0
y = 0.97

[State 0, EnvShake]
type = EnvShake
trigger1 = pos y >= -10
trigger1 = vel y > 0
time = 16
ampl = 4
freq = 170 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos y >= -10
trigger1 = vel y > 0
value = S40,1
volumescale = 130
abspan = 0


[State 0, VelSet]
type = VelSet
trigger1 = pos y >= -10
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 420, 21

[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, HP
damage    = 55, 6
hitflag = MAFD
guardflag = HA
priority = 4
pausetime = 0,0
sparkxy = -10,0
hitsound   = s5,40
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0, 18
air.velocity = 0,18
fall = 1
fall.recover = 0

[State 0, Trans]
type = Trans
trigger1 = time >= 70
trans = addalpha
alpha = 256-((time-70)*25),0+((time-70)*25)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = S420,4
volumescale = 130
persistent = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 0

let me know if theres any problems in the code if not any suggestions welcome.
    

Re: sound looping and how to stop it

 June 21, 2024, 12:45:06 pm View in topic context
avatar  Posted by jamestheepic  in sound looping and how to stop it (Started by jamestheepic June 21, 2024, 09:44:23 am
 Board: M.U.G.E.N Development Help

it works thanks!
    

Re: sound looping and how to stop it

 June 21, 2024, 10:31:50 am View in topic context
avatar  Posted by jamestheepic  in sound looping and how to stop it (Started by jamestheepic June 21, 2024, 09:44:23 am
 Board: M.U.G.E.N Development Help

[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S0,13
volumescale = 120
channel = 4
freqmul = 1.0
loop = 1
pan = 1

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
    

Re: sound looping and how to stop it

 June 21, 2024, 10:01:10 am View in topic context
avatar  Posted by jamestheepic  in sound looping and how to stop it (Started by jamestheepic June 21, 2024, 09:44:23 am
 Board: M.U.G.E.N Development Help

nope still not working
    

sound looping and how to stop it

 June 21, 2024, 09:44:23 am View in topic context
avatar  Posted by jamestheepic  in sound looping and how to stop it (Started by jamestheepic June 21, 2024, 09:44:23 am
 Board: M.U.G.E.N Development Help

so i'm trying to make my char have a walking sound but for some reason it just keeps on looping for no reason and need some help on how to fix it

heres the code:


; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S0,13
volumescale = 120
channel = 0
freqmul = 1.0
loop = 1
pan = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = animelem = 2
channel = 2

let me know if theres any problems in the code if not any suggestions welcome.
    

projectile wont fire again

 June 16, 2024, 09:10:18 am View in topic context
avatar  Posted by jamestheepic  in projectile wont fire again (Started by jamestheepic June 16, 2024, 09:10:18 am
 Board: M.U.G.E.N Development Help

so basically i'm trying make my character shoot a projectile going up but when i try click the move it doesn't appear and doesn't go up

heres the code (this is not the same code as the other one)

;Lazer Shoot
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 2,0
ctrl = 0
anim = 240
poweradd = 20
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 2
channel = 1

[State 0, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "Lazer"
ID = 240
stateno = 241
pos = 44,-106
postype = p1   
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0


[State 200, 7]
type = ChangeState
trigger1 = Time = 0
value = ifelse(Pos Y != 0 || Vel Y != 0,50,0)
ctrl = 1
;---------------------------------------------------------------------------
;Lazer
[Statedef 241]
type = A
movetype = A
physics = N
anim = 241
velset = 6.5,-6
sprpriority = -7

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time <= 5
value = 0
scale = 0+(time*0.2),0+(time*0.2)
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 60
value = 0
scale = 1-((time-60)*0.2),1-((time-60)*0.2)
ignorehitpause = 1

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*5),256

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S, SP
animtype  = Hard
damage    = 13, 5
priority  = 4
hitflag = MAFD
guardflag = MA
pausetime = 0,16
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = 0,-7
guard.velocity = -2
air.velocity = 0,-2
airguard.velocity = -2, -6
fall.animtype = Hard
fall = 1
fall.recover = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 40

let me know if theres any problems in the code if not any suggestions welcome. (and please note that this different to the other post i did)
    

Re: projectile from the sky

 June 15, 2024, 08:41:41 am View in topic context
avatar  Posted by jamestheepic  in projectile from the sky (Started by jamestheepic June 15, 2024, 05:38:32 am
 Board: M.U.G.E.N Development Help

nope still not working
    

projectile from the sky

 June 15, 2024, 05:38:32 am View in topic context
avatar  Posted by jamestheepic  in projectile from the sky (Started by jamestheepic June 15, 2024, 05:38:32 am
 Board: M.U.G.E.N Development Help

so I'm try to make a projectile fall from the sky from my new boss char but whenever I hit the button it doesn't appear

here the code

;Segway Rain
[Statedef 230]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 230
poweradd = 250
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = time >= 15
trigger1 = time < 140
trigger1 = timemod = 10,1
helpertype = normal ;player
name = "Segway"
ID = 231
stateno = 231
pos = -100+random%201,-300
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Pos Y != 0 || Vel Y != 0,50,0)
ctrl = 1
;---------------------------------------------------------------------------
;Segway
[Statedef 321]
type = A
movetype = A
physics = N
anim = 321
velset = 0,1
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.57

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 5
value = random%360

[State 0, VarAdd]
type = VarAdd
trigger1 = 1
v = 5
value = -12

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = var(5)
scale = 1,1
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 10
attr = S, SP
animtype  = Hard
damage    = 13, 5
priority  = 4
hitflag = MAFD
guardflag = MA
pausetime = 0,16
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = 0,-7
guard.velocity = -2
air.velocity = 0,-2
airguard.velocity = -2, -6
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -5
trigger2 = movecontact
value = 0
ctrl = 0
;------------------------------------------------------------------------------------------------------------------------
;Segway Explode
[Statedef 232]
type = A
movetype = A
physics = N
velset = -3+random%7,-8
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.47

[State 0, VarAdd]
type = VarAdd
trigger1 = vel x <= 0
v = 5
value = 6

[State 0, VarAdd]
type = VarAdd
trigger1 = vel x > 0
v = 5
value = -6

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = var(5)
scale = 1,1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S440,4

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*10),6+(time*10)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 25

let me know if theres any problems in the code if not any suggestions welcome. (and please note that this different to the other post i did)
    

Assist won't appear

 June 12, 2024, 12:26:14 pm View in topic context
avatar  Posted by jamestheepic  in Assist won't appear (Started by jamestheepic June 12, 2024, 12:26:14 pm
 Board: M.U.G.E.N Development Help

So I'm try to make an assist for char (not a projectile by the way) by when ever i do the command the assist doesn't appear.

here's the code

[Statedef 1010]
type     = A
movetype = A
physics  = N
juggle   = 1
anim     = 1010
velset   = 0,0
ctrl     = 0

[State 1010, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "DOS Fred Flintstone"
ID = 1010
stateno = 1011
pos = 55,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1


[State 1010, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 1011]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 7800
sprpriority = -1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1011, 2]
type = HitDef
trigger1 = time = 6
trigger2 = time = 7
trigger3 = time = 8
attr = S, NA
animtype = Light
damage    = 45                        
hitflag = MAF         
priority = 3, Hit                        
pausetime = 8, 8         
sparkno = 0            
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,               
hitsound = 5, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -4      ;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 = -1.4,-3      ;X-velocity at which opponent is pushed,               
air.hittime = 12

[State 1011, Œø‰Ê‰¹]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7800,0

[State 1011, Œø‰Ê‰¹]
type = PlaySnd
trigger1 = AnimElem = 14
value = s7800,1

[State 1011, 4]
type = DestroySelf
trigger1 = animelem = 16

let me know if theres any problems in the code if not any suggestions welcome.
    

Re: projectile wont fire

 June 11, 2024, 11:04:47 am View in topic context
avatar  Posted by jamestheepic  in projectile wont fire (Started by jamestheepic June 11, 2024, 09:38:35 am
 Board: M.U.G.E.N Development Help

here it is
; Fireball shoot
[Begin Action 1000]
Clsn2: 1
  Clsn2[0] = -41, -97, 49, 1
0,0, 0,0, 10


; Fireball
[Begin Action 1001]
Clsn1Default: 1
  Clsn1[0] = -7, -7, 8, 9
1000,0, 0,0, 10
1000,1, 0,0, 10
    

Re: projectile wont fire

 June 11, 2024, 10:51:26 am View in topic context
avatar  Posted by jamestheepic  in projectile wont fire (Started by jamestheepic June 11, 2024, 09:38:35 am
 Board: M.U.G.E.N Development Help

no it doesnt have any duplicates
    

Re: projectile wont fire

 June 11, 2024, 10:14:04 am View in topic context
avatar  Posted by jamestheepic  in projectile wont fire (Started by jamestheepic June 11, 2024, 09:38:35 am
 Board: M.U.G.E.N Development Help

Yes
    

projectile wont fire

 June 11, 2024, 09:38:35 am View in topic context
avatar  Posted by jamestheepic  in projectile wont fire (Started by jamestheepic June 11, 2024, 09:38:35 am
 Board: M.U.G.E.N Development Help

so basically i'm trying make my character shoot a projectile but when i try click the move he does the animation but no fireball spawns

heres the code

[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 55
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 2
channel = 1

[State 1000, 3 Helper]
type = Helper
trigger1 = animelem = 10
name = "Fireball"
ID = 1000
stateno = 1001
pos = 43,-60
postype = p1   
facing = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Pos Y != 0 || Vel Y != 0,50,0)
ctrl = 1

[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd= 55
velset = 4,0
anim = 1001
sprpriority = 2

[State 1001, 1 HitDef]
type = HitDef
trigger1 = time = 10
attr = S, SP
animtype  = Medium
damage    = 50, 4
hitflag = MA
guardflag = L
pausetime = 0,12
sparkno = S70010
guard.sparkno = S7000
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -4
air.velocity = -2,-4.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.time = 10
palfx.mul = 250,224,120
palfx.add = 240,50,0
palfx.sinadd = 110,55,85,10

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = !animtime

let me know if theres any problems in the code if not any suggestions welcome.
    

mugen free for all isnt letting me login

 May 11, 2024, 04:05:52 am View in topic context
avatar  Posted by jamestheepic  in mugen free for all isnt letting me login (Started by jamestheepic May 11, 2024, 04:05:52 am
 Board: Off-Topic Help

I'm having difficulty logging in. I'm not sure why. Can you help please?
    

how do i insert sounds into the playsnd sctrl?

 April 19, 2024, 05:02:37 am View in topic context
avatar  Posted by jamestheepic  in how do I insert sounds into my character animations (Started by jamestheepic April 17, 2024, 06:44:09 am
 Board: M.U.G.E.N Development Help

So, I've recently figured out where my sounds go in: in scripts. the only problem is that I don't know which part of the script to put it in. so I would like to ask you if you know where to put the command in or if you know the little slew of text that allows me to put the sound in.
Thank you.
    

how do I insert sounds into my character animations

 April 17, 2024, 06:44:09 am View in topic context
avatar  Posted by jamestheepic  in how do I insert sounds into my character animations (Started by jamestheepic April 17, 2024, 06:44:09 am
 Board: M.U.G.E.N Development Help

So i have been trying to figure out where i put the sound files in my character, the only problem is, i don't know how to put the sound in. so i would like you guys to please help me out and tell me how to fix this,
thank you!
    

Re: project just won't save

 November 08, 2023, 06:58:43 am View in topic context
avatar  Posted by jamestheepic  in project just won't save (Started by jamestheepic November 02, 2023, 07:19:07 am
 Board: M.U.G.E.N Development Help

fighter factory 3
    

project just won't save

 November 02, 2023, 07:19:07 am View in topic context
avatar  Posted by jamestheepic  in project just won't save (Started by jamestheepic November 02, 2023, 07:19:07 am
 Board: M.U.G.E.N Development Help

When I'm finished editing a character, when i hit save it almost always does not save properly, even when I save the project 10 times before I close it. Does anyone else have this problem and how do i fix it? Thanks!
    

whats force for fighter factory 3

 October 12, 2023, 08:10:06 am View in topic context
avatar  Posted by jamestheepic  in whats force for fighter factory 3 (Started by jamestheepic October 12, 2023, 08:10:06 am
 Board: M.U.G.E.N Development Help

what is force? is it a program or is it a feature for fighter factory?
    

Re: My fighter factory classic and 3 is broken and i need some help here!

 October 09, 2023, 09:21:50 am View in topic context

thanks! but what about the emulator?