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captain commando crashing my mugen!

#1 L   intense_mc 

  • Chan
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  • Iscritto: 13-September 05

Inviato 29 September 2005 - 12:21

My captain commando crashes my mugen does the D,DF,F + 2 kicks super... every time.

I think this is the statedef:

;-----------------------------------------------------------------------------
;ÄÚ¸¸µµ ½ºÆ®¶óÀÌÅ©
; ÈĹö ¼Òȯ
[Statedef 1320]
type = S
movetype = I
physics = S
anim = 1320
velset = 0,0,0
ctrl = 0


[State 1320, 1]
type = explod
trigger1 = animelem = 1
anim = 1104
sprpriority = 4
postype = p1
pos = 30
vel = -1

[State 1320, 1]
type = playsnd
trigger1 = animelem = 2
value = 2,15
volume = 255

[State 1320, 1]
type = Helper
trigger1 = animelem = 1
ID = 1321
pos = -10,-120
postype = back
stateno = 1321
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1

[State 1320, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------
; ÈĹö °ø°Ý
[Statedef 1321]
type = A
movetype = A
physics = A
anim = 1321
ctrl = 0


[State 1302, 2]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1323

[State 1321, 1]
type = sprpriority
trigger1 = Time = 0
value = 5

[State 1321, 3]
type = velset
trigger1 = Time > 0
x = 2.3

[State 1321, 3]
type = veladd
trigger1 = Time > 0
y = .4

[State 1321, 6]
type = sprpriority
trigger1 = Time = 0
value = 5


[state 1321,2]
type = ChangeState
trigger1 = pos y >= -15
trigger1 = vel y > 0
value = 1322


;-----------------------------------------------------------
;hoover Attack
[Statedef 1322]
type = S
movetype = A
physics = S
anim = 1322
velset = 0,0,0
ctrl = 0

[State 1322, 1]
type = playsnd
trigger1 = Time = 0
value = 2,20

[State 1322, 1];ÈĹö ¹Ì»çÀÏ
type = Helper
trigger1 = animelem = 3
ID = 1329
pos = 40, -102
postype = back
stateno = 1329
helpertype = normal
name = "Missile-Hoover"
keyctrl = 0
ownpal = 1

[State 1322, 1]
type = sprpriority
trigger1 = Time = 0
value = 5

[State 1322, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 1322, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1323

;---------------------------------------------------------------------------
;hoover Exit
[Statedef 1323]
type = A
movetype = I
physics = N
anim = 1321
velset = 10,-10,0

[State 1324, 2]
type = sprpriority
trigger1 = Time = 0
value = 5

[State 1324, 4]
type = DestroySelf
trigger1 = time = 30



;---------------------------------------------------------------------------
[Statedef 1329];ÈĹö ¹Ì»çÀÏ
type = A
movetype = A
physics = A
anim = 1329
velset = 0,0
ctrl = 0

[State 1329, 1]
type = sprpriority
trigger1 = Time = 0
value = 4


[State 1329, 3]
type = hitdef
trigger1 = time = 0
attr = A, SP
damage = 140,5
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = s1005
guard.sparkno = -1
sparkxy = 5,90
hitsound = S1,13
guardsound = S1,13
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -12,-5
air.velocity = -12,-5
volume = 255
palfx.time = 25
palfx.add = 255, 80,0
projguard.velocity = -1.9,-.8
projairguard.velocity = -1.9,-.8

[State 1329, 3]
type = velset
trigger1 = Time = [0,40]
x = 10
y = 0


[State 1329, 4]
type = explod
trigger1 = MoveHit
anim = 1004
sprpriority = 0
postype = p2
bindtime = -1
pos = -40
persistent = 0

[State 1329, 4]
type = explod
trigger1 = MoveHit
trigger2 = MoveGuarded
anim = 1325
sprpriority = 5
postype = p2
bindtime = -1
pos = 0, -70
persistent = 0
ignorehitpause = 1


[State 1329, 5]
type = ChangeState
trigger1 = MoveHit
Trigger2 = frontEdgeDist > 0
Trigger2 = frontEdgeDist < 30
trigger3 = MoveGuarded
value = 1328

[State 6120,4]
type = HitOverride
trigger1 = Time = 0
time = -1
attr = SCA, AA, AP, AT
slot = 0
stateno = 1328

;---------------------------------------------------------------------------
[Statedef 1328]
type = A
movetype = A
physics = A
anim = 1328
velset = -6.5,-7
ctrl = 0

[State 1321, 3]
type = veladd
trigger1 = Time > 0
y = .1

[State 1324, 4]
type = DestroySelf
trigger1 = time = 30

;---------------------------------------------------------------------------

but i am a n00b at this stuff (gimme HTML any day) :spaccapc:

the screenshot show exactly when it happens....

programming geniuses who make mugen all its' worth plz help!
0

#2 L   SlayerGatsu 

  • Sensei. Squadra dei Falchi
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  • Gruppo: Membro
  • Messaggi: 5545
  • Iscritto: 26-December 04

Inviato 29 September 2005 - 16:43

It doesn't look wrong at all @ a first glance....
:huh:

Quote

;-----------------------------------------------------------------------------
;ÄÚ¸¸µµ ½ºÆ®¶óÀÌÅ©
; ÈĹö ¼Òȯ
[Statedef 1320]type = S
movetype = I
physics = S
anim = 1320
velset = 0,0
ctrl = 0


[State 1320, 1]
type = explod
trigger1 = animelem = 1
anim = 1104
sprpriority = 3
postype = p1
pos = 30
vel = -1

[State 1320, 1]
type = playsnd
trigger1 = animelem = 2
value = 2,15
volume = 255

[State 1320, 1]
type = Helper
trigger1 = animelem = 1
ID = 1321
pos = -10,-120
postype = back

helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1

[State 1320, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------------------------------------------
; ÈĹö °ø°Ý
[Statedef 1321]
type = A
movetype = A
physics = A
anim = 1321
ctrl = 0

[State 1302, 2]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 1323

[State 1321, 1]
type = sprpriority
trigger1 = Time = 0
value = 5

[State 1321, 3]
type = velset
trigger1 = Time > 0
x = 2.3

[State 1321, 3]
type = veladd
trigger1 = Time > 0
y = .4

[State 1321, 6]
type = sprpriority
trigger1 = Time = 0
value = 3


[state 1321,2]
type = ChangeState
trigger1 = pos y >= -15
trigger1 = vel y > 0
value = 1322


;-----------------------------------------------------------
;hoover Attack
[Statedef 1322]
type = S
movetype = A
physics = S
anim = 1322
velset = 0,0
ctrl = 0

[State 1322, 1]
type = playsnd
trigger1 = Time = 0
value = 2,20

[State 1322, 1];ÈĹö ¹Ì»çÀÏ
type = Helper
trigger1 = animelem = 3
ID = 1329
pos = 40, -102
;postype = back; WTF??? it had no meaning here O_o
stateno = 1329
helpertype = normal
name = "Missile-Hoover"
keyctrl = 0
ownpal = 1

[State 1322, 1]
type = sprpriority
trigger1 = Time = 0
value = 5

[State 1322, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 1322, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1323

;---------------------------------------------------------------------------
;hoover Exit
[Statedef 1323]
type = A
movetype = I
physics = N
anim = 1321
velset = 10,-10

[State 1324, 2]
type = sprpriority
trigger1 = Time = 0
value = 5

[State 1324, 4]
type = DestroySelf
trigger1 = time = 30

;NOTE: does anim 1321 last 30 ticks?
;If NOT well then Make it last it needs to last 30 because of the Blue parameter
;Ticks are mesured on the last part of the line of an animation, mcm sums them up

;---------------------------------------------------------------------------
[Statedef 1329];ÈĹö ¹Ì»çÀÏ
type = A
movetype = A
physics = A
anim = 1329
velset = 0,0
ctrl = 0

[State 1329, 1]
type = sprpriority
trigger1 = Time = 0
value = 4


[State 1329, 3]
type = hitdef
trigger1 = time = 0
attr = A, SP
damage = 140,5
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = s1005
guard.sparkno = -1
sparkxy = 5,90
hitsound = S1,13
guardsound = S1,13
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -12,-5
air.velocity = -12,-5
volume = 255
palfx.time = 25
palfx.add = 255, 80,0
projguard.velocity = -1.9,-.8
projairguard.velocity = -1.9,-.8

[State 1329, 3]
type = velset
trigger1 = Time = [0,40]; could be a wrong usage if it does not work
;after trying this i'll check it out...

x = 10
y = 0


[State 1329, 4]
type = explod
trigger1 = MoveHit != 0
anim = 1004
sprpriority = 0
postype = p2
bindtime = -1
pos = -40
persistent = 0

[State 1329, 4]
type = explod
trigger1 = MoveHit != 0
trigger2 = MoveGuarded != 0
anim = 1325
sprpriority = 5
postype = p2
bindtime = -1
pos = 0, -70
persistent = 0
ignorehitpause = 1

[State 6120,4]
type = HitOverride
trigger1 = Time = 0
time = -1
attr = SCA, AA, AP, AT
slot = 0
stateno = 1328


[State 1329, 5]
type = ChangeState
trigger1 = MoveHit
Trigger2 = frontEdgeDist > 0
Trigger2 = frontEdgeDist < 30
trigger3 = MoveGuarded
value = 1328

;[State 6120,4]
;type = HitOverride
;trigger1 = Time = 0
;time = -1
;attr = SCA, AA, AP, AT
;slot = 0
;stateno = 1328

;What was this doing here? i commented it and moved it up, in yellow...

;---------------------------------------------------------------------------
[Statedef 1328]
type = A
movetype = A
physics = A
anim = 1328
velset = -6.5,-7
ctrl = 0

[State 1321, 3]
type = veladd
trigger1 = Time > 0
y = .1

[State 1324, 4]
type = DestroySelf
[color="red"]trigger1 = time = 30;Same thing as before... you need to check



So simply try making a back up and overwriting this, if it works it works, else tell me what goes on, and i still have a parameter to check... (which i can't remember by hart :P )
0

#3 L   intense_mc 

  • Chan
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  • Iscritto: 13-September 05

Inviato 29 September 2005 - 17:04

thanks slayer :D


....but it still dont work :(

...can i send u the char n see if it works 4u?
0

#4 L   intense_mc 

  • Chan
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  • Messaggi: 87
  • Iscritto: 13-September 05

Inviato 29 September 2005 - 17:06

...looking at the .cns at 2nd glance....it just look messed up!
0

#5 L   SlayerGatsu 

  • Sensei. Squadra dei Falchi
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  • Iscritto: 26-December 04

Inviato 30 September 2005 - 02:53

did you check the animation's lenght?

let's go like so:

[State 1324, 4]
type = DestroySelf
trigger1 = animtime = 0


change the red in and see how it works ;)
0

#6 L   intense_mc 

  • Chan
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  • Gruppo: Membro
  • Messaggi: 87
  • Iscritto: 13-September 05

Inviato 30 September 2005 - 12:23

oh my daze....just noticed that i had the incorrect statedef :lol:
it's not funny - sorry slayer :suicide

THIS it the correct one (it's actually its' own separate .cns file)


;ĸƾ ½ºÅè
[Statedef 8000]
type = S
movetype = A
physics = S
anim = 8000
poweradd = -1000
ctrl = 0

[State 8000, 2]
type = playsnd
trigger1 = time = 0
value = 40,7

[State 8000, 2]
type = playsnd
trigger1 = time = 0
value = 2,23

[State 8000, 2]
type = playsnd
trigger1 = animelem = 6
value = 2,21

[State 8000, 3]
type = explod
trigger1 = animelem = 1
anim = 1104
sprpriority = 4
postype = p1
pos = 30
vel = -1
supermovetime = 60

[State 8000, 6]
type = explod
trigger1 = animelem = 1
anim = 7001
sprpriority = 3
postype = p1
pos = 0,30
supermove = 1
supermovetime = 60

[State 8000, 1]
type = SuperPause
trigger1 = AnimElem = 1
time = 40
anim = -1
movetime = 40

[State 8000, 1]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 18

[State 8000, 8];¹è°æ ¿¬Ãâ
type = Helper
trigger1 = Animelem = 2
stateno = 7100
pos= 0,0
postype= left
ID = 7100
supermove = 1
supermovetime = 60

[State 8000, 9];ĸƾ ¾ó±¼
type = Helper
trigger1 = Animelem = 1
stateno = 7190
pos= -100,0
postype= left
ID = 7190
supermove = 1
supermovetime = 60

[State 8000, 7];ÃÇ ¿¬Ãâ
type = Helper
trigger1 = Animelem = 1
stateno = 7110
pos= 0,0
postype= left
ID = 7110
supermove = 1
supermovetime = 60


[State 8000, 10]
type = Helper
trigger1 = animelem = 2
ID = 7001
pos = -170,-200
postype = p1
stateno = 7001
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1
supermovetime = 40

[State 8000, 11]
type = Helper
trigger1 = animelem = 2
ID = 7002
pos = -80,-210
postype = p1
stateno = 7002
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1
supermovetime = 60

[State 8000, 12]
type = Helper
trigger1 = animelem = 2
ID = 7003
pos = 50,-210
postype = p1
stateno = 7003
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1
supermovetime = 60

[State 8000, 12]
type = Helper
trigger1 = time = 30
ID = 8010
pos = -30,20
postype = p1
stateno = 8010
helpertype = normal
name = "All_Commando"
keyctrl = 0
ownpal = 1
supermovetime = 60


[State 8000, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 8002

[statedef 8002];ĸƾ °øÁß
type = S
movetype = A
physics = S
anim = 8002
ctrl = 0

[State 8002, 2]
type = VelSet
trigger1 = Time > 0
x = 6

[State 8002, 3]
type = Veladd
trigger1 = time >= 0
x = 5


[State 8002, 5]
type = ChangeState
trigger1 = p2bodydist x < 30
value = 8003

[State 8002, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1
ctrl = 1

[State 8002, 5]
type = velset
trigger1 = Animelem = 4
x = 2

;-----------------------------------
[Statedef 8003];ĸƾ °ø°Ý
type = S
movetype = A
physics = S
anim = 8003
ctrl = 0

[State 8003, 5]
type = velset
trigger1 = Animelem = 1
x = 13

[State 1302, 2]
type = HitDef
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 4
attr = S, SP
damage = 30,10
animtype = Hard
guardflag = MA
hitfalg = MADF
priority = 5
pausetime = 13,16
sparkxy = 5,-50
sparkno = s1005
hitsound = S1,6
guardsound = S3,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5,-7
air.velocity = -5,-7
fall = 1
airguard.velocity = -13,3
fall.recover = 0
guard.pausetime = 0


[State 8003, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 8004


[State 8003, 6];¹è°æ ¿¬Ãâ
type = Helper
trigger1 = MoveHit
stateno = 8099
pos= 0,0
postype= left
ID = 7100
supermove = 1
supermovetime = 40
persistent = 0



[Statedef 8004];»ó½Â
type = A
movetype = A
physics = A
anim = 8004
velset = 3, 0
ctrl = 0

[State 8004, 1]
type = velset
trigger1 = Animelem = 1
y = -6


[State 8004, 2]
type = veladd
trigger1 = time = [0,12]
y = -.5

[State 8004, 3]
type = veladd
trigger1 = time >= 0
y = .2

[State 8004, 4]
type = sprpriority
trigger1 = Time = 0
value = 5

[State 8004, 5]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
attr = S, SP
damage = 35,5
animtype = Hard
guardflag = MA
hitfalg = MADF
priority = 5
pausetime = 16,16
sparkxy = 5,-50
sparkno = s1005
hitsound = S1,6
guardsound = S3,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4,-7
air.velocity = -4,-7
fall = 1
airguard.velocity = -13,3
fall.recover = 0


[State 8000, 8];¹è°æ ¿¬Ãâ
type = Helper
trigger1 = MoveHit
stateno = 7100
pos= 0,0
postype= left
ID = 7100
supermove = 1
supermovetime = 60


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 3
ID = 8906
pos = 20,-30
postype = right
stateno = 8200
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 5
ID = 8010
pos = 20,-20
postype = left
stateno = 8201
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 6
ID = 8010
pos = 20,-20
postype = right
stateno = 8202
helpertype = normal
name = "jenity"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 8
ID = 8906
pos = 20,-30
postype = left
stateno = 8210
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 10
ID = 8906
pos = 20,-50
postype = right
stateno = 8211
helpertype = normal
name = "shoe"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 11
ID = 8906
pos = 20,-30
postype = right
stateno = 8202
helpertype = normal
name = "jenity"
keyctrl = 0
ownpal = 1




[state 1002,2]
type = ChangeState
triggerall = MoveHit
trigger1 = pos y >= -2
trigger1 = vel y > 0
value = 8300

;-----------------------------------
;ĸƾ ÄÚ·¹´õ
[Statedef 8099]
type = S
movetype= I
physics = S
anim = 7100



[State 8099,0]
type = Sprpriority
trigger1 = Time = 0
value = -2

[State 8099,0]
type = PosSet
trigger1 = 1
x=-160

[State 8099,1]
type = PosSet
trigger1 = time = 0
y = -222

[State 8099,2]
type = DestroySelf
trigger1 = time = 270
trigger2 = var(21) = 1

;-----------------------------------------------
[Statedef 8010];¸ðµÎ
type = S
movetype = A
physics = S
anim = 8010
ctrl = 0

[State 8010, 1]
type = destroyself
trigger1 = time = 65
trigger2 = P2stateno = 5000

[State 8010, 2]
type = ChangeState
trigger1 = P2stateno = 5000
value = 8100

[State 8010, 3];ÅðÀå
type = Helper
trigger1 = time = 65
ID = 8905
pos = -30,-10
postype = p1
stateno = 8905
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1

[State 8010, 4];ÅðÀå
type = Helper
trigger1 = time = 65
ID = 8906
pos = -20,-10
postype = p1
stateno = 8906
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1

[State 8010, 5];ÅðÀå
type = Helper
trigger1 = time = 65
ID = 8907
pos = -30,-10
postype = p1
stateno = 8907
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1


;-----------------------------------------------------------
; ÈĹö µµ¸Á
[Statedef 8905]
type = S
movetype = A
physics = S
anim = 7892
ctrl = 0

[State 8905, 1]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 45

[State 8905, 2]
type = sprpriority
trigger1 = Time = 0
value = 0

[State 8905, 3]
type = velset
trigger1 = Time > 0
x = 4
y = -14


[state 8905,4]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1

;---------------------------------------------------------------------------
;shoe Exit
[Statedef 8906]
type = S
movetype = A
physics = S
anim = 1305
velset = 1

[State 7000, 1]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 45

[State 8906, 2]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 8906, 3]
type = velset
trigger1 = Time > 0
x = 5
y = -18

[state 8906,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1

;---------------------------------------------------------------------------
;Á¦´ÏƼ ÅðÀå
[Statedef 8907]
type = S
movetype = A
physics = S
anim = 7003
velset = 1

[State 7000, 1]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 45

[State 8907, 3]
type = velset
trigger1 = Time > 0
x = 6
y = -9

[State 8907, 2]
type = sprpriority
trigger1 = Time = 0
value = 2

[state 8907,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1


;---------------------------------------------------------------------
;ĸƾ ½ºÅè °ø°Ý
[Statedef 8100]
type = S
movetype = A
physics = S
anim = -1
velset = 1

[State 8907, 2]
type = sprpriority
trigger1 = Time = 0
value = 2

[state 8907,2]
type = DestroySelf
trigger1 = time = 0
trigger2 = var(21) = 1

[State 8010, 13]
type = Helper
trigger1 = time = 0
ID = 8105
pos = 20,-20
postype = p1
stateno = 8105
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1

[State 8010, 14]
type = Helper
trigger1 = time = 0
ID = 8106
pos = 10,-30
postype = p1
stateno = 8106
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1

[State 8010, 15]
type = Helper
trigger1 = time = 0
ID = 8107
pos = 20,-10
postype = p1
stateno = 8107
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1


;-----------------------------------------------------------
; ÈĹö µµ¸Á
[Statedef 8105]
type = S
movetype = A
physics = S
anim = 7892
velset = 16, -8
ctrl = 0

[State 8907, 3]
type = velset
trigger1 = Time > 0
x = 16
y = -4

[State 8905, 1]
type = sprpriority
trigger1 = Time = 0
value = 0

[state 8905,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1

;shoe Exit
[Statedef 8106]
type = S
movetype = A
physics = S
anim = 7892
velset = 17,-8

[State 8106, 3]
type = velset
trigger1 = Time > 0
x = 27
y = -28

[State 8106, 2]
type = sprpriority
trigger1 = Time = 0
value = 1

[state 8906,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1

;Á¦´ÏƼ ÅðÀå
[Statedef 8107]
type = S
movetype = A
physics = S
anim = 7003
velset = 15,-8

[State 8907, 3]
type = velset
trigger1 = Time > 0
x = 15
y = -3


[State 8907, 2]
type = sprpriority
trigger1 = Time = 0
value = 2

[state 8907,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;;ĸƾ ÄÚ·¹´õ
[Statedef 8300]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
anim = 1100
velset = 0,0

[State 3011,0]
type = PosSet
trigger1 = time = 0
y = 0

[State 1101, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 10
volume = 255

[State 1101, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 8


[State 7182, 4]
type = playsnd
trigger1 = win = 1
trigger1 = MoveHit
persistent = 0
value = 9999,0
volume = 255

[State 7182, 5]
type = playsnd
trigger1 = win = 1
trigger1 = MoveHit
persistent = 0
value = 9999,1
volume = 255

[State 1101, 4]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
projanim = 1101
projhitanim = -1
projid = 1000
projsprpriority = 3
projedgebound = 120
postype = p1
damage = 100,5
animtype = Hard
guardflag = MA
hitflag = MAFD
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
sparkxy = 10,-75
hitsound = S1,3
guardsound = S3,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 0, -28
air.velocity = 0, -28
projremovetime = 48
volume = 255
offset = 30
palfx.time = 40
palfx.add = 112, 128, 240
fall = 1
fall.recover = 0



[State 1101, 5]
type = explod
trigger1 = AnimElem = 4
anim = 1101
sprpriority = 3
postype = p1
pos = 30


[State 1101, 4]
type = explod
trigger1 = projhit = 1
anim = 1005
sprpriority = 5
postype = p2
bindtime = -1
pos = -40

[State 1101, 6]
type = explod
trigger1 = animelem = 1
anim = 1104
sprpriority = 4
postype = p1
pos = 30

[State 1101, 7]
type = explod
trigger1 = time = 18
anim = 1102
sprpriority = 4
postype = p1
pos = 50
vel = 1.5

[State 1101, 8]
type = explod
trigger1 = time = 18
anim = 1103
sprpriority = 4
postype = p1
pos = 30
vel = -1.5


[State 1101, 3]
type = explod
trigger1 = projhit = 1
anim = 424
sprpriority = 4
postype = p2
persistent = 0
ignorehitpause = 1
bindtime = -1

[State 1101, 3]
type = explod
trigger1 = projhit = 1
anim = 426
sprpriority = 4
postype = p2
persistent = 0
ignorehitpause = 1
bindtime = -1

[State 1101, 3]
type = explod
trigger1 = projhit = 1
anim = 428
sprpriority = 4
postype = p2
persistent = 0
ignorehitpause = 1
bindtime = -1

[State 1101, 3]
type = explod
trigger1 = projhit = 1
anim = 4291
sprpriority = 4
postype = p2
persistent = 0
ignorehitpause = 1
bindtime = -1

[State 1101, 9]
type = envshake
Trigger1 = time = 20
time = 46
ampl = 4


[State 1101, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 8301


;=========================================================
;¸ðµÎ µîÀå
[Statedef 8301]
type = S
movetype = A
physics = S
anim = 8301
ctrl = 0

[State 1101, 3]
type = explod
trigger1 = animelem = 7
anim = 8302
sprpriority = 1
postype = p1
bindtime = -1


[State 8000, 2]
type = playsnd
trigger1 = animelem = 7
value = 2,24
volume = 255

[State 8000, 10]
type = Helper
trigger1 = animelem = 3
ID = 7001
pos = -100,-200
postype = p1
stateno = 7001
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1
supermovetime = 40

[State 8000, 11]
type = Helper
trigger1 = animelem = 3
ID = 7002
pos = 0,-210
postype = p1
stateno = 7002
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1
supermovetime = 40

[State 8000, 12]
type = Helper
trigger1 = animelem = 3
ID = 7003
pos = 50,-210
postype = p1
stateno = 7003
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1
supermovetime = 40


[State 1101, 10]
type = ChangeState
trigger1 = Time = 150
value = 8310

;ÅðÀå
[Statedef 8310]
type = S
movetype= I
physics = S
ctrl = 0


[State 7000, 13];ÅðÀå
type = Helper
trigger1 = time = 0
ID = 7005
pos = -30,-10
postype = p1
stateno = 7005
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1

[State 7000, 14];ÅðÀå
type = Helper
trigger1 = time = 0
ID = 7006
pos =-20,-10
postype = p1
stateno = 7006
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1

[State 7000, 15];ÅðÀå
type = Helper
trigger1 = time = 0
ID = 7007
pos = 30,-10
postype = p1
stateno = 7007
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1

[State 1101, 10]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1
0

#7 L   SlayerGatsu 

  • Sensei. Squadra dei Falchi
  • PuntoPuntoPuntoPunto
  • Gruppo: Membro
  • Messaggi: 5545
  • Iscritto: 26-December 04

Inviato 30 September 2005 - 17:02

Quote

;ĸƾ ½ºÅè
[Statedef 8000]d
type = S
movetype = A
physics = S
anim = 8000
poweradd = -1000
ctrl = 0

[State 8000, 2]
type = playsnd
trigger1 = time = 0
value = 40,7

[State 8000, 2]
type = playsnd
trigger1 = time = 0
value = 2,23

[State 8000, 2]
type = playsnd
trigger1 = animelem = 6
value = 2,21

[State 8000, 3]
type = explod
trigger1 = animelem = 1
anim = 1104
sprpriority = 4
postype = p1
pos = 30
vel = -1
supermovetime = 60

[State 8000, 6]
type = explod
trigger1 = animelem = 1
anim = 7001
sprpriority = 3
postype = p1
pos = 0,30
supermove = 1
supermovetime = 60

[State 8000, 1]
type = SuperPause
trigger1 = AnimElem = 1
time = 40
anim = -1
movetime = 40

[State 8000, 1]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 18

[State 8000, 8];¹è°æ ¿¬Ãâ
type = Helper
trigger1 = Animelem = 2
stateno = 7100
pos= 0,0
postype= left
ID = 7100
supermove = 1
supermovetime = 60

[State 8000, 9];ĸƾ ¾ó±¼
type = Helper
trigger1 = Animelem = 1
stateno = 7190
pos= -100,0
postype= left
ID = 7190
supermove = 1
supermovetime = 60

[State 8000, 7];ÃÇ ¿¬Ãâ
type = Helper
trigger1 = Animelem = 1
stateno = 7110
pos= 0,0
postype= left
ID = 7110
supermove = 1
supermovetime = 60


[State 8000, 10]
type = Helper
trigger1 = animelem = 2
ID = 7001
pos = -170,-200
postype = p1
stateno = 7001
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1
supermovetime = 40

[State 8000, 11]
type = Helper
trigger1 = animelem = 2
ID = 7002
pos = -80,-210
postype = p1
stateno = 7002
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1
supermovetime = 60

[State 8000, 12]
type = Helper
trigger1 = animelem = 2
ID = 7003
pos = 50,-210
postype = p1
stateno = 7003
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1
supermovetime = 60

[State 8000, 12]
type = Helper
trigger1 = time = 30
ID = 8010
pos = -30,20
postype = p1
stateno = 8010
helpertype = normal
name = "All_Commando"
keyctrl = 0
ownpal = 1
supermovetime = 60


[State 8000, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 8002

[statedef 8002];ĸƾ °øÁß
type = S
movetype = A
physics = S
anim = 8002
ctrl = 0

[State 8002, 2]
type = VelSet
trigger1 = Time > 0
x = 6

[State 8002, 3]
type = Veladd
trigger1 = time >= 0
x = 5


[State 8002, 5]
type = ChangeState
trigger1 = p2bodydist x < 30
value = 8003

[State 8002, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1
ctrl = 1

[State 8002, 5]
type = velset
trigger1 = Animelem = 4
x = 2

;-----------------------------------
[Statedef 8003];ĸƾ °ø°Ý
type = S
movetype = A
physics = S
anim = 8003
ctrl = 0

[State 8003, 5]
type = velset
trigger1 = Animelem = 1
x = 13

[State 1302, 2]
type = HitDef
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 4
attr = S, SP
damage = 30,10
animtype = Hard
guardflag = MA
hitfalg = MADF
priority = 5
pausetime = 13,16
sparkxy = 5,-50
sparkno = s1005
hitsound = S1,6
guardsound = S3,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -5,-7
air.velocity = -5,-7
fall = 1
airguard.velocity = -13,3
fall.recover = 0
guard.pausetime = 0


[State 8003, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 8004


[State 8003, 6];¹è°æ ¿¬Ãâ
type = Helper
trigger1 = MoveHit
stateno = 8099
pos= 0,0
postype= left
ID = 7100
supermove = 1
supermovetime = 40
persistent = 0



[Statedef 8004];»ó½Â
type = A
movetype = A
physics = A
anim = 8004
velset = 3, 0
ctrl = 0

[State 8004, 1]
type = velset
trigger1 = Animelem = 1
y = -6


[State 8004, 2]
type = veladd
trigger1 = time = [0,12]
y = -.5

[State 8004, 3]
type = veladd
trigger1 = time >= 0
y = .2

[State 8004, 4]
type = sprpriority
trigger1 = Time = 0
value = 5

[State 8004, 5]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
attr = S, SP
damage = 35,5
animtype = Hard
guardflag = MA
hitfalg = MADF
priority = 5
pausetime = 16,16
sparkxy = 5,-50
sparkno = s1005
hitsound = S1,6
guardsound = S3,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4,-7
air.velocity = -4,-7
fall = 1
airguard.velocity = -13,3
fall.recover = 0


[State 8000, 8];¹è°æ ¿¬Ãâ
type = Helper
trigger1 = MoveHit
stateno = 7100
pos= 0,0
postype= left
ID = 7100
supermove = 1
supermovetime = 60


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 3
ID = 8906
pos = 20,-30
postype = right
stateno = 8200
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 5
ID = 8010
pos = 20,-20
postype = left
stateno = 8201
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 6
ID = 8010
pos = 20,-20
postype = right
stateno = 8202
helpertype = normal
name = "jenity"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 8
ID = 8906
pos = 20,-30
postype = left
stateno = 8210
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 10
ID = 8906
pos = 20,-50
postype = right
stateno = 8211
helpertype = normal
name = "shoe"
keyctrl = 0
ownpal = 1


[State 8010, 14]
type = Helper
trigger1 = MoveHit
trigger1 = animelem = 11
ID = 8906
pos = 20,-30
postype = right
stateno = 8202
helpertype = normal
name = "jenity"
keyctrl = 0
ownpal = 1




[state 1002,2]
type = ChangeState
triggerall = MoveHit
trigger1 = pos y >= -2
trigger1 = vel y > 0
value = 8300

;-----------------------------------
;ĸƾ ÄÚ·¹´õ
[Statedef 8099]
type = S
movetype= I
physics = S
anim = 7100



[State 8099,0]
type = Sprpriority
trigger1 = Time = 0
value = -2

[State 8099,0]
type = PosSet
trigger1 = 1
x=-160

[State 8099,1]
type = PosSet
trigger1 = time = 0
y = -222


[State 8099,2]
type = DestroySelf
trigger1 = time = 270
trigger2 = var(21) = 1

;-----------------------------------------------
[Statedef 8010];¸ðµÎ
type = S
movetype = A
physics = S
anim = 8010
ctrl = 0

[State 8010, 2]
type = ChangeState
trigger1 = P2stateno = 5000
value = 8100

[State 8010, 3];ÅðÀå
type = Helper
trigger1 = time = 65
ID = 8905
pos = -30,-10
postype = p1
stateno = 8905
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1

[State 8010, 4];ÅðÀå
type = Helper
trigger1 = time = 65
ID = 8906
pos = -20,-10
postype = p1
stateno = 8906
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1

[State 8010, 5];ÅðÀå
type = Helper
trigger1 = time = 65
ID = 8907
pos = -30,-10
postype = p1
stateno = 8907
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1

[State 8010, 1]
type = destroyself
trigger1 = time = 65
trigger2 = P2stateno = 5000


;-----------------------------------------------------------
; ÈĹö µµ¸Á
[Statedef 8905]
type = S
movetype = A
physics = S
anim = 7892
ctrl = 0

[State 8905, 1]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 45

[State 8905, 2]
type = sprpriority
trigger1 = Time = 0
value = 0

[State 8905, 3]
type = velset
trigger1 = Time > 0
x = 4
y = -14


[state 8905,4]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1

;---------------------------------------------------------------------------
;shoe Exit
[Statedef 8906]
type = S
movetype = A
physics = S
anim = 1305
velset = 1

[State 7000, 1]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 45

[State 8906, 2]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 8906, 3]
type = velset
trigger1 = Time > 0
x = 5
y = -18

[state 8906,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1

;---------------------------------------------------------------------------
;Á¦´ÏƼ ÅðÀå
[Statedef 8907]
type = S
movetype = A
physics = S
anim = 7003
velset = 1

[State 7000, 1]
type = NotHitBy
trigger1 = Time = 1
value = SCA
time = 45

[State 8907, 3]
type = velset
trigger1 = Time > 0
x = 6
y = -9

[State 8907, 2]
type = sprpriority
trigger1 = Time = 0
value = 2

[state 8907,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1


;---------------------------------------------------------------------
;ĸƾ ½ºÅè °ø°Ý
[Statedef 8100]
type = S
movetype = A
physics = S
anim = -1
velset = 1

[State 8907, 2]
type = sprpriority
trigger1 = Time = 0
value = 2

[State 8010, 13]
type = Helper
trigger1 = time = 0
ID = 8105
pos = 20,-20
postype = p1
stateno = 8105
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1

[State 8010, 14]
type = Helper
trigger1 = time = 0
ID = 8106
pos = 10,-30
postype = p1
stateno = 8106
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1

[State 8010, 15]
type = Helper
trigger1 = time = 0
ID = 8107
pos = 20,-10
postype = p1
stateno = 8107
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1

[state 8907,2]
type = DestroySelf
trigger1 = time = 0
trigger2 = var(21) = 1


;-----------------------------------------------------------
; ÈĹö µµ¸Á
[Statedef 8105]
type = S
movetype = A
physics = S
anim = 7892
velset = 16, -8
ctrl = 0

[State 8907, 3]
type = velset
trigger1 = Time > 0
x = 16
y = -4

[State 8905, 1]
type = sprpriority
trigger1 = Time = 0
value = 0

[state 8905,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1

;shoe Exit
[Statedef 8106]
type = S
movetype = A
physics = S
anim = 7892
velset = 17,-8

[State 8106, 3]
type = velset
trigger1 = Time > 0
x = 27
y = -28

[State 8106, 2]
type = sprpriority
trigger1 = Time = 0
value = 1

[state 8906,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1

;Á¦´ÏƼ ÅðÀå
[Statedef 8107]
type = S
movetype = A
physics = S
anim = 7003
velset = 15,-8

[State 8907, 3]
type = velset
trigger1 = Time > 0
x = 15
y = -3


[State 8907, 2]
type = sprpriority
trigger1 = Time = 0
value = 2

[state 8907,2]
type = DestroySelf
trigger1 = time = 40
trigger2 = var(21) = 1



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;;ĸƾ ÄÚ·¹´õ
[Statedef 8300]
type = S
movetype= A
physics = S
juggle = 4
ctrl = 0
anim = 1100
velset = 0,0

[State 3011,0]
type = PosSet
trigger1 = time = 0
y = 0

[State 1101, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1, 10
volume = 255

[State 1101, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 8


[State 7182, 4]
type = playsnd
trigger1 = win = 1
trigger1 = MoveHit
persistent = 0
value = 9999,0
volume = 255

[State 7182, 5]
type = playsnd
trigger1 = win = 1
trigger1 = MoveHit
persistent = 0
value = 9999,1
volume = 255

[State 1101, 4]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
projanim = 1101
projhitanim = -1
projid = 1000
projsprpriority = 3
projedgebound = 120
postype = p1
damage = 100,5
animtype = Hard
guardflag = MA
hitflag = MAFD
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
sparkxy = 10,-75
hitsound = S1,3
guardsound = S3,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 0, -28
air.velocity = 0, -28
projremovetime = 48
volume = 255
offset = 30
palfx.time = 40
palfx.add = 112, 128, 240
fall = 1
fall.recover = 0



[State 1101, 5]
type = explod
trigger1 = AnimElem = 4
anim = 1101
sprpriority = 3
postype = p1
pos = 30


[State 1101, 4]
type = explod
trigger1 = projhit = 1
anim = 1005
sprpriority = 5
postype = p2
bindtime = -1
pos = -40

[State 1101, 6]
type = explod
trigger1 = animelem = 1
anim = 1104
sprpriority = 4
postype = p1
pos = 30

[State 1101, 7]
type = explod
trigger1 = time = 18
anim = 1102
sprpriority = 4
postype = p1
pos = 50
vel = 1.5

[State 1101, 8]
type = explod
trigger1 = time = 18
anim = 1103
sprpriority = 4
postype = p1
pos = 30
vel = -1.5


[State 1101, 3]
type = explod
trigger1 = projhit = 1
anim = 424
sprpriority = 4
postype = p2
persistent = 0
ignorehitpause = 1
bindtime = -1

[State 1101, 3]
type = explod
trigger1 = projhit = 1
anim = 426
sprpriority = 4
postype = p2
persistent = 0
ignorehitpause = 1
bindtime = -1

[State 1101, 3]
type = explod
trigger1 = projhit = 1
anim = 428
sprpriority = 4
postype = p2
persistent = 0
ignorehitpause = 1
bindtime = -1

[State 1101, 3]
type = explod
trigger1 = projhit = 1
anim = 4291
sprpriority = 4
postype = p2
persistent = 0
ignorehitpause = 1
bindtime = -1

[State 1101, 9]
type = envshake
Trigger1 = time = 20
time = 46
ampl = 4


[State 1101, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 8301


;=========================================================
;¸ðµÎ µîÀå
[Statedef 8301]
type = S
movetype = A
physics = S
anim = 8301
ctrl = 0

[State 1101, 3]
type = explod
trigger1 = animelem = 7
anim = 8302
sprpriority = 1
postype = p1
bindtime = -1


[State 8000, 2]
type = playsnd
trigger1 = animelem = 7
value = 2,24
volume = 255

[State 8000, 10]
type = Helper
trigger1 = animelem = 3
ID = 7001
pos = -100,-200
postype = p1
stateno = 7001
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1
supermovetime = 40

[State 8000, 11]
type = Helper
trigger1 = animelem = 3
ID = 7002
pos = 0,-210
postype = p1
stateno = 7002
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1
supermovetime = 40

[State 8000, 12]
type = Helper
trigger1 = animelem = 3
ID = 7003
pos = 50,-210
postype = p1
stateno = 7003
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1
supermovetime = 40


[State 1101, 10]
type = ChangeState
trigger1 = Time = 150
value = 8310

;ÅðÀå
[Statedef 8310]
type = S
movetype= I
physics = S
ctrl = 0


[State 7000, 13];ÅðÀå
type = Helper
trigger1 = time = 0
ID = 7005
pos = -30,-10
postype = p1
stateno = 7005
helpertype = normal
name = "Hoover"
keyctrl = 0
ownpal = 1

[State 7000, 14];ÅðÀå
type = Helper
trigger1 = time = 0
ID = 7006
pos =-20,-10
postype = p1
stateno = 7006
helpertype = normal
name = "Shoe"
keyctrl = 0
ownpal = 1

[State 7000, 15];ÅðÀå
type = Helper
trigger1 = time = 0
ID = 7007
pos = 30,-10
postype = p1
stateno = 7007
helpertype = normal
name = "Jenity"
keyctrl = 0
ownpal = 1

[State 1101, 10]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1


paste it on... BTW... next time that you got something SO long, upload the file with the apposit forum service... took me 30 secs to select it all O_o

the red stuff was where it is not supposed to be, if that happens again you find similars and move them to the end of a single state. B)
0

#8 L   intense_mc 

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Inviato 02 October 2005 - 12:12

...sorry bout that slayer :azz:

thanks - i got it working.....but not as i expected! it no longer crashes, but when the characters get hit into the 'super jump' area, the super background-animation stays static.

this happens with all my cap commando supers..

any way i can "stick" the super background animation so it moves with the camera?



bdw thanks for all the help again :)
0

#9 L   Nobun 

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Inviato 02 October 2005 - 12:43

Perhaps the problems is generated by trigger move*

Quote

[Statedef 1329];ÈĹö ¹Ì»çÀÏ
type = A
movetype = A
physics = A
anim = 1329
velset = 0,0
ctrl = 0

[State 1329, 1]
type = sprpriority
trigger1 = Time = 0
value = 4


[State 1329, 3]
type = hitdef
trigger1 = time = 0
attr = A, SP
damage = 140,5
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = s1005
guard.sparkno = -1
sparkxy = 5,90
hitsound = S1,13
guardsound = S1,13
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -12,-5
air.velocity = -12,-5
volume = 255
palfx.time = 25
palfx.add = 255, 80,0
projguard.velocity = -1.9,-.8
projairguard.velocity = -1.9,-.8

[State 1329, 3]
type = velset
trigger1 = Time = [0,40]
x = 10
y = 0


[State 1329, 4]
type = explod
trigger1 = MoveHit != 0
anim = 1004
sprpriority = 0
postype = p2
bindtime = -1
pos = -40
persistent = 0

[State 1329, 4]
type = explod
trigger1 = MoveHit !=0
trigger2 = MoveGuarded != 0

anim = 1325
sprpriority = 5
postype = p2
bindtime = -1
pos = 0, -70
persistent = 0
ignorehitpause = 1


[State 1329, 5]
type = ChangeState
trigger1 = MoveHit != 0
Trigger2 = frontEdgeDist > 0
Trigger2 = frontEdgeDist < 30
trigger3 = MoveGuarded!= 0
value = 1328

[State 6120,4]
type = HitOverride
trigger1 = Time = 0
time = -1
attr = SCA, AA, AP, AT
slot = 0
stateno = 1328

;---------------------------------------------------------------------------
[Statedef 1328]
type = A
movetype = A
physics = A
anim = 1328
velset = -6.5,-7
ctrl = 0

[State 1321, 3]
type = veladd
trigger1 = Time > 0
y = .1

[State 1324, 4]
type = DestroySelf
trigger1 = time = 30

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#10 L   intense_mc 

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Inviato 02 October 2005 - 14:15

thanks :) i'll try that when i get home :lol:
0

#11 L   SlayerGatsu 

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Inviato 02 October 2005 - 18:32

maybe not :P but it's most likely IT... let us know B)
BTW; press F12 and you'll get a snapshot in pcx format inside your mugen directory, moreover you 'ought to change the vedeo settings O_o
0

#12 L   intense_mc 

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Inviato 03 October 2005 - 11:21

lol ok thanks :P i use scanlines coz it looks better fullscreen - and....yeah it didn't work :moglie:

the super background just stays at the bottom part of the screen (az in the screenshot)
0

#13 L   Psycho 

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Inviato 03 October 2005 - 11:39

Mmmmmh.....strange ... to me works perfectly CaptainCommando -_-
He does not get stuck himself when he executes the super one!!! :huh:
0

#14 L   intense_mc 

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Inviato 03 October 2005 - 15:16

hmm.... could u send me ur cap commando plz n ile try it out -

n.b. im usin the latest win mugen (but shouldn't be a problem, right?)

thanks :)
0

#15 L   Psycho 

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Inviato 03 October 2005 - 19:28

Ok......Sent 0:)
0

#16 L   intense_mc 

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Inviato 05 October 2005 - 17:39

oh bollocks to it! i cant be bothered - same problem.

thanks anyway guys :))))))

u lot r tha best.
0

#17 L   Psycho 

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Inviato 05 October 2005 - 18:04

Thanx my friend ;)
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#18 L   SlayerGatsu 

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Inviato 05 October 2005 - 23:59

so await... still same problem? let's fix it no?
0

#19 L   intense_mc 

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Inviato 06 October 2005 - 12:52

yeah ok.....thanks. well yeah same problem. super-move background jitters and doesn't move with the camera.

some better screenshots attached... :)


0

#20 L   SlayerGatsu 

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Inviato 07 October 2005 - 00:03

ok let's go with offsetting it to p1....
change all the "postype = p2" parameters of the states you posted earlyer THAT (be careful not just ALL of them) are contained in an Explod state

[state ###]
type = Explod


remember a State ends where another state begins! ;)


after that take a screenshot of the situation, we will most likely need to set the parameters again...

Note that ONLY ONE EXPLODE it's the one that makes the background immage! the others SHOULD be something else... so see what they are go chech the animation file with Mee and view the animation IF it's not the backscreen animation then DON'T change it.

ps: how is that ggx stage???
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