Adding a basic winpose

Started by MDI, July 04, 2010, 10:26:09 PM

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MDI

I am pretty new to Mugen character creation, and so far know very little beyond sprite and sound swapping. I also know a tad bit about .air files and how to modify animations and hitboxes.

Anywho, I was just wondering, if I added a new animation and wanted it to be a winpose..how do I do that exactly?

I know where the winpose info is in the .cns file, but I don't know how to basically say, "I want animation X to play in addition to playing audio clip X".
ey

Zero-Sennin

Do you want the winpose to show up when you beat a specific character or just randomly?
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

MDI

Just a random, general winpose.
ey

Zero-Sennin

#3
Since I like to keep my winpose stuff in one state if I can help it, you can do something like this.

In State 181, put in a ChangeAnim like this:

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Random % 2 = 0
value = ***

Then, if you use a PlaySnd or an Explod that is exclusive to that animation specifically (in State 181, of course), include this trigger:
triggerall = Anim = ***

You can write trigger1, trigger2, etc., as normal.

EDIT: Forgot to put Time = 0. That's REALLY important. REALLY important.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

MDI

ey

Average Mugen Guild Poster

Quote from: Zero-Sennin on July 04, 2010, 10:39:28 PM
Then, if you use a PlaySnd or an Explod that is exclusive to that animation specifically (in State 181, of course), include this trigger:
triggerall = Anim = ***
So, you mean that if I put in a sound or external object into the winpose, I use triggerall and just direct it to the State?

fucking bad poster asshole that home32 bitch

Zero-Sennin

"Direct it to the state" isn't exactly it. Basically, you're looking at something like this:

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, ChangeAnim]
type = ChangeAnim
trigger1 = MatchOver
trigger1 = Time = 0
value = 181

[State 180, PlaySnd]
type = PlaySnd
triggerall = Anim = 180
trigger1 = Time = 0
value = S195,0
volumescale = 200
channel = 0
freqmul = 1.0
loop = 0
pan = 0

[State 180, PlaySnd]
type = PlaySnd
triggerall = Anim = 181
trigger1 = Time = 0
value = S180,0
volumescale = 200
channel = 0
freqmul = 1.0
loop = 0
pan = 0

...and the code continues on.

In that case, when the match is over and the time in the state is equal to 0, the animation changes to 181. Then, the second PlaySnd plays because of the triggerall = Anim = 181.

Probably what you meant but I wanted to be sure.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Average Mugen Guild Poster


fucking bad poster asshole that home32 bitch