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problema wall energy

#1 L   demongorne 

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  Inviato 10 October 2008 - 17:42

ho rifatto l'animazione e riprogrammato l'hyper di mr.karate in cui lancia 3 wall energy ma mi succede questo : avvolte i wall energy si accavallano uno sull'altro, l'ultima palla di fuoco colpisce il p2 ma nn esplode... questo problema mi si presenta solo alcune volte (cioè avvolte esegue la mossa correttamente mentre altre mi da questi 2 problemi)....ho provato a regolare la velocità d'esecuzione delle braccia o regolando i trigger animelem in modo da calibrarla meglio ma niente :unsure:
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#2 L   Nobun 

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Inviato 10 October 2008 - 20:51

Prova a postare il codice che hai scritto...
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#3 L   demongorne 

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Inviato 10 October 2008 - 22:26

questo è l'air del movimento delle braccia

;max haoh
[Begin Action 3003]
Clsn2: 2
Clsn2[0] = -10, -102, 7, -83
Clsn2[1] = -18, -86, 14, -8
3000,1, 0,0, 2
Clsn2: 2
Clsn2[0] = 17, -89, 28, -75
Clsn2[1] = -6, -76, 26, 0
3000,2, 0,0, 2
Clsn2: 3
Clsn2[0] = 27, -89, 47, -56
Clsn2[1] = -13, -34, 12, -6
Clsn2[2] = 5, -85, 34, -2
3000,3, 0,0, 2
Clsn2: 3
Clsn2[0] = 29, -95, 69, -47
Clsn2[1] = 14, -80, 37, -6
Clsn2[2] = -17, -33, 8, -5
3000,4, 0,0, 3
Clsn2: 3
Clsn2[0] = 35, -88, 64, -48
Clsn2[1] = 10, -79, 38, -5
Clsn2[2] = -17, -43, 13, -4
3000,5, 0,0, 2
Clsn1: 1
Clsn1[0] = 38, -85, 65, -55
Clsn2: 3
Clsn2[0] = 35, -88, 68, -50
Clsn2[1] = 7, -80, 34, -4
Clsn2[2] = -14, -35, 16, -5
3000,6, 0,0, 2
Clsn1: 1
Clsn1[0] = 33, -89, 66, -48
Clsn2: 2
Clsn2[0] = 23, -88, 65, -49
Clsn2[1] = -1, -77, 35, -7
3000,7, 0,0, 2
Clsn2: 1
Clsn2[0] = -13, -81, 25, -4
3000,8, 0,0, 2
Clsn2: 1
Clsn2[0] = -20, -82, 21, -4
3000,0, 0,0, 2
Clsn2: 1
Clsn2[0] = -19, -83, 12, -3
3000,1, 0,0, 2
Clsn2: 1
Clsn2[0] = -14, -80, 22, -7
3000,2, 0,0, 2
Clsn2: 3
Clsn2[0] = 8, -91, 51, -52
Clsn2[1] = -13, -31, 14, -2
Clsn2[2] = 2, -84, 33, -4
3000,3, 0,0, 2
Clsn1: 1
Clsn1[0] = 27, -93, 65, -46
Clsn2: 3
Clsn2[0] = 20, -92, 66, -48
Clsn2[1] = -16, -34, 16, -2
Clsn2[2] = 10, -84, 39, -3
3000,4, 0,0, 3
Clsn1: 1
Clsn1[0] = 26, -85, 66, -47
Clsn2: 3
Clsn2[0] = 23, -89, 67, -43
Clsn2[1] = 10, -80, 42, -3
Clsn2[2] = -14, -32, 14, -6
3000,5, 0,0, 2
Clsn1: 1
Clsn1[0] = 38, -84, 68, -49
Clsn2: 3
Clsn2[0] = 22, -86, 64, -50
Clsn2[1] = -18, -56, 25, -2
Clsn2[2] = 6, -83, 37, -7
3000,6, 0,0, 2
Clsn1: 1
Clsn1[0] = 37, -82, 63, -55
Clsn2: 3
Clsn2[0] = 23, -85, 67, -56
Clsn2[1] = 4, -82, 38, -3
Clsn2[2] = -16, -44, 29, -1
3000,7, 0,0, 2
Clsn2: 1
Clsn2[0] = -16, -83, 25, -1
3000,8, 0,0, 2
Clsn2: 1
Clsn2[0] = -17, -81, 20, -3
3000,0, 0,0, 2
Clsn2: 1
Clsn2[0] = -22, -88, 19, -3
3000,1, 0,0, 2
Clsn2: 1
Clsn2[0] = -14, -80, 21, -3
3000,2, 0,0, 2
Clsn2: 2
Clsn2[0] = -15, -43, 20, -1
Clsn2[1] = 8, -86, 37, -2
3000,3, 0,0, 2
Clsn1: 1
Clsn1[0] = 29, -86, 66, -45
Clsn2: 3
Clsn2[0] = 24, -92, 69, -40
Clsn2[1] = -17, -39, 16, -2
Clsn2[2] = 8, -83, 40, -3
3000,4, 0,0, 3
Clsn1: 1
Clsn1[0] = 29, -84, 65, -51
Clsn2: 2
Clsn2[0] = 28, -91, 68, -42
Clsn2[1] = 12, -83, 48, -3
3000,5, 0,0, 2
Clsn2: 3
Clsn2[0] = -14, -36, 26, -5
Clsn2[1] = 6, -85, 37, 0
Clsn2[2] = 25, -86, 66, -48
3000,6, 0,0, 2
Clsn2: 3
Clsn2[0] = -16, -31, 16, -3
Clsn2[1] = 3, -81, 39, -3
Clsn2[2] = 23, -86, 67, -49
3000,7, 0,0, 2
Clsn2: 1
Clsn2[0] = -13, -83, 25, -1
3000,8, 0,0, 2

questo è il cns

[StateDef 3003]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 3003
poweradd = 20

[State -3,Super]
type = Helper
trigger1 = AnimElem = 4
id = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State -3,Super]
type = Helper
trigger1 = AnimElem = 13
id = 7202
name = "haou"
pos = 70,-65
postype = P1
stateno = 7202
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State -3,Super]
type = Helper
trigger1 = AnimElem = 22
id = 7203
name = "haou"
pos = 70,-65
postype = P1
stateno = 7203
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0



[State 0, PlaySnd_voice]
type = PlaySnd
trigger1 = time = 1
value = 3500,1
;volume = 0
channel = -1


[State 3003, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

inoltre ho creato altri statedef x i 3 proiettili e un altro x l'esplosione del proiettile(7206)

[Statedef 7201]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7201
sprpriority = 4

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 16

[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0

[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3500,2
volume = 90
channel = -1

[State 1000, Proj]
type = Projectile
trigger1 = Time = 1
projanim = 7250
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projmisstime = 0
projhits = ifelse(!var(5), 2, ifelse(var(5) = 1, 3, 5))
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse(((ifelse(!Var(5),81,ifelse(Var(5)=1,84,70)))*fvar(10))<7,7,((ifelse(!Var(5), 81,ifelse(Var(5)=1,84,70)))*fvar(10)))),ceil(ifelse((77*fvar(10)/8)<7,7,(77*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 3,4
sparkno = -1
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -5, -6.67
guard.velocity = -8
air.velocity = -5, -6.67
airguard.velocity = -6.67,-1
air.juggle = ifelse(root,var(45)||root,var(22)=-1||root,var(23)=1,0,8)
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
supermovetime = ifelse(!var(5), 3, ifelse(var(5) = 1, 5, 7))
yaccel = .5
kill = 0
p2stateno = 9998
nochainID = root,var(40)


[State 3001, Super]
type = Explod
trigger1 = root,projhittime(3005) = 1
id = 8220
name = "projhit_s"
pos = 0,0
postype = P1
anim = 8220+(random%8)
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
size.xscale = 1
size.yscale = 1

[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1

[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1

[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(3005)
value = 7206
-------------------------------------------------------------------------------------
[Statedef 7202]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7201
sprpriority = 4

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 16

[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0

[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3500,2
volume = 90
channel = -1

[State 1000, Proj]
type = Projectile
trigger1 = Time = 1
projanim = 7250
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projmisstime = 0
projhits = ifelse(!var(5), 2, ifelse(var(5) = 1, 3, 5))
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse(((ifelse(!Var(5),81,ifelse(Var(5)=1,84,70)))*fvar(10))<7,7,((ifelse(!Var(5), 81,ifelse(Var(5)=1,84,70)))*fvar(10)))),ceil(ifelse((77*fvar(10)/8)<7,7,(77*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 3,4
sparkno = -1
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -5, -6.67
guard.velocity = -8
air.velocity = -5, -6.67
airguard.velocity = -6.67,-1
air.juggle = ifelse(root,var(45)||root,var(22)=-1||root,var(23)=1,0,8)
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
supermovetime = ifelse(!var(5), 3, ifelse(var(5) = 1, 5, 7))
yaccel = .5
kill = 0
p2stateno = 9999
nochainID = root,var(40)


[State 3001, Super]
type = Explod
trigger1 = root,projhittime(3005) = 1
id = 8220
name = "projhit_s"
pos = 0,0
postype = P1
anim = 8220+(random%8)
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
size.xscale = 1
size.yscale = 1

[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1

[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1

[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(3005)
value = 7206
-----------------------------------------------------------------------------------------
[Statedef 7203]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7201
sprpriority = 4

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 16

[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0

[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3500,2
volume = 90
channel = -1

[State 1000, Proj]
type = Projectile
trigger1 = Time = 1
projanim = 7250
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projmisstime = 0
projhits = ifelse(!var(5), 2, ifelse(var(5) = 1, 3, 5))
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse(((ifelse(!Var(5),81,ifelse(Var(5)=1,84,70)))*fvar(10))<7,7,((ifelse(!Var(5), 81,ifelse(Var(5)=1,84,70)))*fvar(10)))),ceil(ifelse((77*fvar(10)/8)<7,7,(77*fvar(10)/8)))
animtype = Heavy
guardflag = M
pausetime = 3,4
ground.type = Low
air.animtype = diugup
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,1
air.hittime = 18
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -10.5,-8.5
guard.velocity = -8
air.velocity = -10.5,-8.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
guard.ctrltime = 18
air.juggle = ifelse(root,var(45)||root,var(22)=-1||root,var(23)=1,0,8)
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
supermovetime = ifelse(!var(5), 3, ifelse(var(5) = 1, 5, 7))
yaccel = .5
kill = 1
nochainID = root,var(40)


[State 3001, Super]
type = Explod
trigger1 = root,projhittime(3005) = 1
id = 8220
name = "projhit_s"
pos = 0,0
postype = P1
anim = 8220+(random%8)
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
size.xscale = 1
size.yscale = 1

[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1

[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1

[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(3005)
value = 7206
----------------------------------------------------------------------------------------
[Statedef 7206]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7206

[State -3, Blocking5]
type = helper
triggerall = !NumHelper(8130)
triggerall = root,fvar(15)
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1100, Voice]
type = PlaySnd
triggerall = !parent,var(36)
trigger1 = time = 1
value = 1, 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
0

#4 L   demongorne 

  • Senpai
  • PuntoPuntoPunto
  • Gruppo: Membro
  • Messaggi: 533
  • Iscritto: 07-November 06

Inviato 11 October 2008 - 15:23

penso di aver risolto il problema togliendo le variabili al proiettile alla voce projhits (avevo copiato e incollato lostatedef della palla di fuoco normale programmata da Waruski3 x crearmi nuovi proiettili e quindi x questo l'hyper funzionava avvolte si ed altre no in base a quelle variabili)
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#5 L   Nobun 

  • Horse Rider Skull Phantom. Rarely Here.
  • Gruppo: SuperModeratore
  • Messaggi: 4898
  • Iscritto: 11-July 04

Inviato 12 October 2008 - 12:42

Bravo! :rulez:
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