http://www.youtube.c...h?v=y-yfAHrJ-co
In response to Alexlexus' request, i have devised an easy coding in order to incorporate the zoom feature used in many fighting games with sf3 series being closely in mind. Here's to you alex ;) (dont worry Siccun, i havent forgot ur request)
CHARACTER ZOOMING (HYPER MOVES) {CAN ALSO BE DONE FOR AIR COMBOS TOO}
;=========================USE DESCRIPTIONS FOR EACH CODE BLOCK
[state -2, zoom_feature1]; ZOOM IN ON FIRST HIT type = angledraw triggerall = animtime trigger1 = stateno = XXXX; STATE NUMBER OF THE MOVE U WISH TO APPLY THIS TO trigger1 = movehit && HitCount = 1 trigger2 = gethitvar(hitcount) = 1 && MoveType = H && enemy, stateno = XXXX; SAME AS ABOVE DESCRIPTION hitcountpersist = 0 time = -1 value = 0 scale = 1.1,1.1; ZOOM MULTIPLYING SIZE ; [state -2, zoom_feature2]; ZOOM IN MORE ON SECOND HIT type = angledraw triggerall = animtime trigger1 = stateno = XXXX trigger1 = movehit && HitCount = 2 trigger2 = gethitvar(hitcount) = 2 && MoveType = H && enemy, stateno = XXXX hitcountpersist = 0 time = -1 value = 0 scale = 1.2,1.2 ; [state -2, zoom_feature3]; ZOOM IN EVEN MORE ON THIRD HIT type = angledraw triggerall = animtime trigger1 = stateno = XXXX trigger1 = movehit && HitCount = 3 trigger2 = gethitvar(hitcount) = 3 && MoveType = H && enemy, stateno = XXXX hitcountpersist = 0 time = -1 value = 0 scale = 1.3,1.3 ; [state -2, zoom_feature4]; ZOOM IN EVEN MORE ON FOURTH HIT AND BEYOND type = angledraw triggerall = animtime trigger1 = stateno = XXXX trigger1 = movehit && HitCount >= 4 trigger2 = gethitvar(hitcount) >= 4 && MoveType = H && enemy, stateno = XXXX hitcountpersist = 0 time = -1 value = 0 scale = 1.4,1.4[/color]
[color="orange"]STAGE ZOOMING
[this is done with a sprite of the full stage inserted into the fightfx file. U can choose to include its full animation or just a still life. Then with the following code, adjust to get ur desired result. Dont forget to set the explod anim up in the fightfx.air file. I sped up on the background in this vid but i was in a rush so it may not look so good but it works and i just wanted to express how to accomplish this. So.....enjoy :) :
[color="blue"][State -2, zoombg] type = Explod triggerall = !numexplod(YYYY) triggerall = animtime trigger1 = stateno = XXXX trigger1 = movehit && HitCount = 1 trigger2 = gethitvar(hitcount) = 1 && MoveType = H && enemy, stateno = XXXX anim = FYYYY ID = YYYY pos = 150,0; ADJUST TO FIT postype = left facing = 1 scale = .8,.5; ADJUST TO FIT-- ALL Y'S IN THIS SECTION STAY THE SAME (SCALES) sprpriority = -10 bindtime = 0 removetime = 10 ownpal = 1 ignorehitpause = 1 supermovetime = -1 pausemovetime = -1 [State -2, zoombg2] type = Explod triggerall = !numexplod(YYYY) triggerall = animtime trigger1 = stateno = XXXX trigger1 = movehit && HitCount = 2 trigger2 = gethitvar(hitcount) = 2 && MoveType = H && enemy, stateno = XXXX anim = FYYYY ID = YYYY pos = 150,0 postype = left facing = 1 scale = .9,.5 sprpriority = -9 bindtime = 0 removetime = 10 ownpal = 1 ignorehitpause = 1 supermovetime = -1 pausemovetime = -1 [State -2, zoombg3] type = Explod triggerall = !numexplod(YYYY) triggerall = animtime trigger1 = stateno = XXXX trigger1 = movehit && HitCount = 3 trigger2 = gethitvar(hitcount) = 3 && MoveType = H && enemy, stateno = XXXX anim = FYYYY ID = YYYY pos = 150,0 postype = left facing = 1 scale = 1,.5 sprpriority = -8 bindtime = 0 ownpal = 1 removetime = 10 ignorehitpause = 1 supermovetime = -1 pausemovetime = -1 [State -2, zoombg4] type = Explod triggerall = !numexplod(YYYY) triggerall = animtime trigger1 = stateno = XXXX trigger1 = movehit && HitCount >= 4 trigger2 = gethitvar(hitcount) >= 4 && MoveType = H && enemy, stateno = XXXX anim = FYYYY ID = YYYY pos = 150,0 postype = left facing = 1 scale = 1.1,.5 sprpriority = -7 bindtime = 0 removetime = 10 ownpal = 1 ignorehitpause = 1 supermovetime = -1 pausemovetime = -1[/color]

Aiuto










