Infinity MUGEN Team
IMT Main => M.U.G.E.N Guides & Tutorials => Topic started by: ClubSyN-X-TReME on January 13, 2008, 10:24:45 AM
-
First make a Dummy Helper in statedef -2 or -3
[State -3, Fake helper]
type = helper
trigger1 = roundstate = 2 && !numhelper(xxxxx)
helpertype = Normal
id = xxxxx
pos = 0,0
postype = p1
name = "Fake Helper"
stateno = xxxxx
supermovetime = 9999999999
pausemovetime = 9999999999
Now make a Invisible helper with the K.O. Pause helper inside of it.
[Statedef xxxxx]
type = s
movetype = i
physics = n
[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
[State 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0, Dramatic KO Helper]
type = helper
triggerall = (root,alive || enemy,alive)
trigger1 = roundstate = 3 && (root,life <= 0 || enemy,life <= 0)
helpertype = Normal
id = yyyyy
pos = 0,0
postype = p1
name = "K.O."
stateno = yyyyy
supermovetime = 9999999999
pausemovetime = 9999999999
persistent = 0
ignorehitpause = 1
Here are the helper states for the K.O. Pause below
;-----------------------------------------------------------------
;Dramatic K.O. Effects
;-----------------------------------------------------------------
[Statedef yyyyy]
type = s
movetype = i
physics = n
[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = nokoslow;<------------optional
ignorehitpause = 1
[State 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 0, pause]
type = Pause
trigger1 = 1
time = 80;<---adjust to your likings
ignorehitpause = 1
persistent = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 80;<---make the time match the time in the pause code above
Using a fake helper thats active at all time with a helper inside of the fake helper using its positive states will kill that delay that the negative states produces.
With the method I came up with the pause delay will activate at that exact moment when the final hit connects! No delay, not Stuttering, and best of all, NO VARIABLES!
This is one of the many features my screenpack currently has and will make all character compatible when its released via universal patcher I will supply, anyway feel free to use this. unless I update this again.
-
isit different from this http://www.infinitymugenteam.com/Forum_345/index.php?topic=294.0
-
yeah no delay here
-
And no need of variables.
-
hey syn in your code, i know this is a stupid question, but the x's do i put a specific state # or do i choose any random #
also when you say make thats means create just a single helper file for that art of the code? so in total you want us to make 2?
-
its can be an number, but make them the same in al fields named xxxxx
and chose on fo yyyyy and make them the same for those fields as well.
-
alright good and when you make a fake helper and an invisible helper do you mean make a new helper file?
-
alright good and when you make a fake helper and an invisible helper do you mean make a new helper file?
I dont know what do you mean making a new helper file. but to use these code, you only need to change xxxx and yyyy for numbers (wich are the statedefs)
-
alright good and when you make a fake helper and an invisible helper do you mean make a new helper file?
no, what I mean by that was create a helper that does nothing, and in that dummy helper, make a new one with the ko pause effects. the fake one is active at all times and for some reason, when activating something from the negative states "statedef -1, -2, -3" there is delay by a few ticks, why I dont know, but thats where the fake/dummy helper comes in because inside of the fake/dummy helper states, they are positive and anything you code to happen from the positive states are in sync with the time or trigger of activation.
With that said, thats what I mean by no delay when the final blow is made.
-
hey syn is it possible to add a ko sort of sound, sort of like that ko sound in cvs2, when you get the pause?
-
yep
just add a playsnd sctl in the ko helper states with the sound you want.
Effects can be added also.
-
hey syn thanx for this wonderful effect but i have a question, is there a way to make it more cvs2 style where after the pause itgoes slow mo then faster then instead of instant speed after the pause?
-
hmm, there should be a way but ill have to play around a bit to come up with something.