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F-laser

Started by DragonFaku, June 12, 2011, 01:47:47 AM

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DragonFaku

So, i was coding the F-Laser from X5, and i managed to make it work properly, but i can't make the effects of the projectile to work.

;F-Laser Projectile Start
[Statedef 941]
type = S
movetype = A
velset = 5,1
ctrl = 0
anim = 1528

[State 510,1]
type = Velset
trigger1 = time > 0
x = 2
y = 0

[State 510,2]
type = HitDef
projhitanim = 804
trigger1 = AnimElem = 1
supermovetime = 1000
pausemovetime = 1000
attr = A, NA
damage    = 40
givepower = 5
guardflag = MA
pausetime = 3,6
animtype = Light
sparkxy = 0,15
sparkno = s75
guard.sparkno = s85
hitsound   = s5000,0
guardsound = s120,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity =-8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 60
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
palfx.add = 0,50,240

[State 510,4]
type = ChangeAnim
trigger1 = command = "holdup"
value = 1530
ctrl = 1

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1530
x = 0
y = -2

[State 510,4]
type = ChangeAnim
trigger1 = command = "holddown"
value = 1529
ctrl = 1

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1529
x = 0
y = 2

[State 510,4]
type = ChangeAnim
trigger1 = command = "holdfwd"
value = 1531
ctrl = 1

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1531
x = 2
y = 0

[State 510,4]
type = ChangeAnim
trigger1 = command = "holdback"
value = 1532
ctrl = 1

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1532
x = -2
y = 0

[State 510,3]
type = DestroySelf
trigger1 = MoveHit = 1
trigger2 = FrontEdgeBodyDist <= 0
trigger3 = BackEdgeBodyDist <= 0
trigger4 = pos y > -5
trigger5 = Pos y < -350

;F-Laser Projectile Dots Start
[Statedef 946]
type = S
movetype = A
velset = 5,1
ctrl = 0
anim = 1632

[State 510,1]
type = Velset
trigger1 = time > 0
x = 2
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = command = "holdup"
value = 1635
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1635
x = 0
y = -2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = command = "holdback"
value = 1636
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1636
x = -2
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = command = "holddown"
value = 1634
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1634
x = 0
y = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = command = "holdfwd"
value = 1637
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1637
x = 2
y = 0

[State 520,4]
type = DestroySelf
trigger1 = MoveHit = 1
trigger2 = FrontEdgeBodyDist <= 0
trigger3 = BackEdgeBodyDist <= 0
trigger5 = pos y > -5
trigger6 = Pos y < -350

;F-Laser Projectile Big Dot Start
[Statedef 951]
type = S
movetype = A
velset = 5,1
ctrl = 0
anim = 1633

[State 510,1]
type = Velset
trigger1 = time > 0
x = 2
y = 0

[State 520,4]
type = DestroySelf
trigger1 = MoveHit = 1
trigger2 = FrontEdgeBodyDist <= 0
trigger3 = BackEdgeBodyDist <= 0
trigger4 = pos y > -5
trigger5 = Pos y < -350

Cyanide

And? Assuming people know what effect you're talking about is silly. Explain.

We got through the other one OK once you showed us. This sounds easier but we still need to know what you want to do.


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.

DragonFaku

#2
http://www.youtube.com/watch?v=60cwRztcLiw minute 0:48
I want the dots follow the projectile, like a afterimage, but with a diferent animation instead of a shadow of the same sprite.
Im sorry, im not very good explaining things, but if you see the video, you will know what i mean