explod issue *SOLVED*

Started by sgn15, April 21, 2011, 07:22:59 AM

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sgn15

heres the situation:
I want to use an explod around the 4th animelem of intro that will stay during the whole duration of the match (removetime = -1)
i also used the same explod in -2 (if and when the intro is skipped)

is there a way to make the intro of my char unskippable? how?
or
if its impossible to make the intro unskippable, what trigger should i use for the explod in statedef -2 ?

basically, if the intro is not skipped (or unskippable), i dont want the explod in -2 to activate, because it sorts of overlaps the explod from the intro and it doesnt look good when both explods are overlapping each other on screen

2OS

Unskippable intros are impossible

So

Start by getting rid of the explod in your intro state, and giving the one in -2 this trigger

[State 2OS]
type=explod
trigger1=!numexplod(#)&&(stateno=intro&&animelem=4||roundstate=2)
id=#

With this, it'll either trigger during the intro, or if it is skipped, not both.

sgn15

Quote from: 2OS on April 21, 2011, 07:46:46 AM
Unskippable intros are impossible

So

Start by getting rid of the explod in your intro state, and giving the one in -2 this trigger

[State 2OS]
type=explod
trigger1=!numexplod(#)&&(stateno=intro&&animelem=4||roundstate=2)
id=#

With this, it'll either trigger during the intro, or if it is skipped, not both.

that causes an error when i tried it. i changed intro to 190 and i think it works now. thanks

Cyanide

lol.

Yeah, that would, he's given you a placeholder because he doesn't know what your intro state is. Well done for fixing it but stateno = intro should have been pretty obvious that you needed to change it.


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.

sgn15

#4
[Statedef -2]

[State 0, Explod]
type = Explod
trigger1=!numexplod(7000)&&(stateno=190 && animelem=4||roundstate=2)
id=7000
anim = 7000
pos = 0, 20 +(pos y*-0.1)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
scale = 1,1
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1

i seem to have a problem again. the pos is for the explod to stay on "ground level", it works but when i am simulating this char against the same char, when i hit p2 upwards, p2's (same char) explod goes up and stays there until i hit p2 again either upward or downward will the explod change location again. same thing happens when i hit p2 (same char) downwards, the explod of p2 also goes downward a bit and stays there until hit again upward or downward.

is it possible to fix?

edit:
sorry for being absent-minded, it was just removeongethit = 0