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Offline Aura-Master

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strider HQ help
« on: June 24, 2008, 07:36:35 PM »
you see, I downloaded syns interactive stage and added the codes in the character and added the 57999 sounds into the common snd file but its not playing the sound on the stage


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Offline Acey

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Re: strider HQ help
« Reply #1 on: June 28, 2008, 01:55:18 AM »
1) Did you save the SND file after adding the sounds?
2) Are the sounds numbered correctly in the SND file?
3) If both of the answers above are "yes" then the code you added might be in the wrong place in the CNS file.

Offline Aura-Master

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Re: strider HQ help
« Reply #2 on: June 28, 2008, 01:59:14 AM »
1) Did you save the SND file after adding the sounds?
2) Are the sounds numbered correctly in the SND file?
3) If both of the answers above are "yes" then the code you added might be in the wrong place in the CNS file.

alright but where should the code be in any kind of cns?
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Re: strider HQ help
« Reply #3 on: June 28, 2008, 02:03:42 AM »
I am not particularly an interactive stage expert. I would think you have something in front of you that tells you where to put it.

Chances are it goes under the [statedef -2]. Sometimes people have trouble getting code into this section because of the organization of the code of the character they're trying to add this new code to.

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Re: strider HQ help
« Reply #4 on: June 28, 2008, 02:06:58 AM »
I am not particularly an interactive stage expert. I would think you have something in front of you that tells you where to put it.

Chances are it goes under the [statedef -2]. Sometimes people have trouble getting code into this section because of the organization of the code of the character they're trying to add this new code to.

well, I installed the sounds right but not working right exactly with the cns, I put statedef -2 in them but the sounds dont play though
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Re: strider HQ help
« Reply #5 on: June 28, 2008, 02:13:39 AM »
I am not particularly an interactive stage expert. I would think you have something in front of you that tells you where to put it.

Chances are it goes under the [statedef -2]. Sometimes people have trouble getting code into this section because of the organization of the code of the character they're trying to add this new code to.

well, I installed the sounds right but not working right exactly with the cns, I put statedef -2 in them but the sounds dont play though

You put statedef -2 in them? This sounds wrong...

You put the code into statedef -2... that would be correct.

==========================================

The CNS file has two section, the [data] at the top then all the [statedef]s.

each move the character has is a [statedef], for example [statedef 200] and all the code benieth it is the Low Punch, [statedef 210] and all the code beneith it is the Middle Punch, so on and so forth.

You probably need to file [statdef -2] in the CNS file and add code in there. What does your instructions say? Copy and paste it here.

Offline Aura-Master

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Re: strider HQ help
« Reply #6 on: June 28, 2008, 02:23:17 AM »
heres the intstruction from the readme

~

Instructions.

First extract all of the files into your stage folder. Next use a snd file editing tool to add the wav files included

to your common.snd file located in you "mugen/data" directory.
MEE, McM, Fighter Factory, and Sounds Good has a characters snd file interface to make this a simple job for you.

Next, If your character dont have a statdef -2 than create one by typing

[Statedef - 2]

exactly like I did above. Now the codes with {state -2] are to go under your characters [statedef -2]
copy and paste them there.

;--------------------------------------------------------------------
; Stage Interaction Varables and helpers. Strider HQ Only
;--------------------------------------------------------------------
[State -2]
type = Varset
trigger1 = Floor(Pos Z = 5)
v = 57
value = 9999
persistent = 0

[State -2]
type = Varadd
trigger1 = 1
v = 56
value = 100
ignorehitpause = 1
persistent = 0

[State -2]
type = Varset
triggerall = var(57) <= 9998 && roundstate = 2
trigger1 = 1
v = 56
value = 0
ignorehitpause = 1

[State -2]
type = Varadd
triggerall = var(56) >= 1086100 && var(57) >= 100
trigger1 = 1
v = 55
value = 100
ignorehitpause = 1
persistent = 0

[State -2]
type = Varset
trigger1 = var(55) >= 32000
v = 55
value = 0
ignorehitpause = 1
persistent = 0

[State -2]
type = Helper
trigger1 = var(57) = 9999 && !numhelper(579999)
helpertype = normal
name = "StriderHQ helper (platform and shutter sounds)"
ID = 579999
pos = -9999999,3
postype = p1
facing = 1
stateno = 579999
keyctrl = 0
ignorehitpause = 1
persistent = 0

[State -2]
type = Helper
triggerall = var(57) = 9999
trigger1 = (var(55) >= 100  && !numhelper(578999))
helpertype = normal
name = "StriderHQ helper (hologram sounds)"
ID = 578999
pos = -9999999,3
postype = p1
facing = 1
stateno = 578999
keyctrl = 0
ignorehitpause = 1
persistent = 0


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

These codes goes anyhwere in your characters cns files. copy and paste the codes below.

;--------------------------------------------------;
;Stage interaction helper states Strider HQ only!  ;
;--------------------------------------------------;
[Statedef 579999]
type = s
movetype = i
physics = n
ctrl = 0

[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 0, ];platform stopping
type = PlaySnd
trigger1 = root,var(56) >= 153400
value = f57999,0
volume = 255
channel = -1
persistent = 0

[State 0, ];shutters airlock release
type = PlaySnd
trigger1 = root,var(56) >= 160600
value = f57999,1
volume = 255
channel = -1
persistent = 0

[State 0, ]
type = PlaySnd ; shutters opening
trigger1 = root,var(56) >= 165000
value = f57999,3
volume = 255
channel = -1
persistent = 0

[State 0, ]
type = PlaySnd ; airlock release
trigger1 = root,var(56) >= 1050000
value = f57999,1
volume = 255
channel = -1
persistent = 0

[State 0, ]
type = PlaySnd ; shutters opening
trigger1 = root,var(56) >= 1056000
value = f57999,3
volume = 255
channel = -1
persistent = 0

[State 0, ];platform moving
type = PlaySnd
trigger1 = root,var(56) >= 20000
value = f57999,2
volume = 255
channel = 1
persistent = 0
loop = 1

[State 0, ]
type = StopSnd
trigger1 = root,var(56) >= 153400
channel = 1

[State 0, ]
type = PlaySnd ; shutters closing
trigger1 = root,var(56) >= 580000
value = f57999,4
volume = 255
channel = -1
persistent = 0

[State 0, ]
type = PlaySnd ; shutters shut
trigger1 = root,var(56) >= 586900
value = f57999,0
volume = 255
channel = -1
persistent = 0

[State 0, ];platform moving
type = PlaySnd
trigger1 = root,var(56) >= 630000
value = f57999,2
volume = 255
channel = 2
persistent = 0
loop = 1

[State 0, ];platform moving
type = PlaySnd
trigger1 = root,var(56) >= 630000 && roundstate = 0;Floor(Abs(Pos Z)) ;|| roundstate = 0 && root,var(56) >= 630000 || stateno = 5900 && root,var(56) >= 630000)
value = f57999,2
volume = 255
channel = 2
persistent = 1
loop = 1

[State 0, ]
type = StopSnd
trigger1 = root,var(56) >= 789200
channel = 2

[State 0, ]
type = PlaySnd
trigger1 = root,var(56) >= 789200
value = f57999,0
volume = 255
channel = -1
persistent = 0

[State 0, ]
type = StopSnd
triggerall = stateno != 5900
trigger1 = root,var(56) >= 153400 && time = 1
channel = -1

[State 0, ];platform moving
type = PlaySnd
trigger1 = root,var(56) >= 800000
value = f57999,2
volume = 255
channel = 3
persistent = 0
loop = 1

[State 0, ]
type = StopSnd
trigger1 = root,var(56) >= 1030000
channel = 3

[State 0, ];platform stopping
type = PlaySnd
trigger1 = root,var(56) >= 1030000
value = f57999,0
volume = 255
channel = -1
persistent = 0

[State 0, ]
type = EnvShake
trigger1 = root,var(56) >= 153400
time = 10
freq = 60
ampl = -4
ignorehitpause = 1
persistent = 0

[State 0, ]
type = EnvShake
trigger1 = root,var(56) >= 586900
time = 10
freq = 60
ampl = -4
ignorehitpause = 1
persistent = 0

[State 0, ]
type = EnvShake
trigger1 = root,var(56) >= 789200
time = 10
freq = 60
ampl = -4
ignorehitpause = 1
persistent = 0

[State 0, ]
type = EnvShake
trigger1 = root,var(56) >= 1030000
time = 10
freq = 60
ampl = -4
ignorehitpause = 1
persistent = 0
;-------------------------------------------------------------------------;
;Varadds used to increase interaction time to eleminate hitpause, KO delay;
;-------------------------------------------------------------------------;
[State 0, ]
type = parentVaradd
trigger1 = roundno = 1 && (root,movetype = H || enemy,movetype = H && enemy,statetype != L)
v = 56
value = (Time > 100 * TicksPerSecond) + 3

[State 0, ]
type = parentVaradd
trigger1 = roundno >= 2 && (root,movetype = H || enemy,movetype = H && enemy,statetype != L)
v = 56
value = (Time > 100 * TicksPerSecond) + 4

[State 0, ]
type = parentVaradd
trigger1 = root,winko && enemy,statetype != L
v = 56
value = (Time > 100 * TicksPerSecond) + 3
;---------------------------------------------------------
; hologram sound helper
[Statedef 578999]
type = s
movetype = i
physics = n
ctrl = 0

[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 0]
type = PlaySnd
trigger1 = time = 1
value = f57999,5
volume = 255
channel = -1
persistent = 0
ignorehitpause = 1

[State 0, ]
type = DestroySelf
trigger1 = root,var(55) >= 31900
ignorehitpause = 1
;-------------------------------------------------------------------------;
;Varadds used to increase interaction time to eleminate hitpause, KO delay;
;-------------------------------------------------------------------------;
[State 0, ]
type = parentVaradd
triggerall = root,var(56) >= 1086100 && root,var(57) >= 100
trigger1 = roundno = 1 && (root,movetype = H || enemy,movetype = H && enemy,statetype != L)
v = 55
value = (Time > 100 * TicksPerSecond) + 3

[State 0, ]
type = parentVaradd
triggerall = root,var(56) >= 1086100 && root,var(57) >= 100
trigger1 = roundno >= 2 && (root,movetype = H || enemy,movetype = H && enemy,statetype != L)
v = 55
value = (Time > 100 * TicksPerSecond) + 4

[State 0, ]
type = parentVaradd
triggerall = root,var(56) >= 1086100 && root,var(57) >= 100
trigger1 = root,winko && enemy,statetype != L
v = 55
value = (Time > 100 * TicksPerSecond) + 3

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Offline Acey

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Re: strider HQ help
« Reply #7 on: June 28, 2008, 02:28:08 AM »
great!

1) First of all this code used three variable var(55), var(56) and var(57). If these variables are use anywhere else in your character than this code won't work. unless you change the var(??) to ones that have not been taken yet.

2) you have two big sections of code here. the [statedef -2] section needs to go right under the one and only [statedef -2], if you think you need to add a [statedef -2] section then you are probably wrong and you need to look harder.

3) [statedef 57999] can go anywhere except in the [data] section or anywhere beneith the [statedef -2] or [statedef -3] (both of these should be at the bottom anyways.

Offline Aura-Master

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Re: strider HQ help
« Reply #8 on: June 28, 2008, 02:31:21 AM »
great!

1) First of all this code used three variable var(55), var(56) and var(57). If these variables are use anywhere else in your character than this code won't work. unless you change the var(??) to ones that have not been taken yet.

2) you have two big sections of code here. the [statedef -2] section needs to go right under the one and only [statedef -2], if you think you need to add a [statedef -2] section then you are probably wrong and you need to look harder.

3) [statedef 57999] can go anywhere except in the [data] section or anywhere beneith the [statedef -2] or [statedef -3] (both of these should be at the bottom anyways.

damn, thats a lot to fit in my head o.O#
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Offline Acey

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Re: strider HQ help
« Reply #9 on: June 28, 2008, 02:33:44 AM »
it's learning to ride a bicycle, one you comprehend how to do it you'll always understand.

Offline Aura-Master

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Re: strider HQ help
« Reply #10 on: June 28, 2008, 02:36:27 AM »
it's learning to ride a bicycle, one you comprehend how to do it you'll always understand.

okay, so, if I re-type the var numbers from 55, 56, 57, to a different number. would it work?

and where do I exactly put the statedef -2 between which other kind of state?

and about the state 57999, does it go exactly to the bottom of the characters CNS?
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Re: strider HQ help
« Reply #11 on: June 28, 2008, 02:46:01 AM »
it's learning to ride a bicycle, one you comprehend how to do it you'll always understand.

okay, so, if I re-type the var numbers from 55, 56, 57, to a different number. would it work?

and where do I exactly put the statedef -2 between which other kind of state?

and about the state 57999, does it go exactly to the bottom of the characters CNS?

Great questions.
1) regarding vars: some characters have a list at the beginning of the CNS that states what vars the author used (I did this with Silver Surfer), most authors are too lazy to do this so you have to search the CNs file for vars yourself. Before you add the code do a search for var(55). If you find var(55) in there somwhere then syns's new code will need to be changed to a new number. Do the same for 56 and 57.

If you don't know whic variables are still open and available to use just start searching for var(0) then var(1) then var(2) and find out which ones are still open. Or to be faster, just search for var( and write down each variable you come across until you get to the end of the file.

2) regarding -2: Like I said before, the CNS is broken into two parts, the [data] section and the [statedef]s section. There are tons of statedefs there and the bottom two statedefs are typically [statedef -2] and [statedef -3], nothing else should go beneith these  sets of codes, which means the [statedef 57999] will need to be somewhere above the [statedef -2]

Now, sometimes authors make multiple CNS files even though it is not necessary so the code may be dispearsed amongs any of these.

3) nothing goes below [statedef -2] at the end of the file.


Offline Aura-Master

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Re: strider HQ help
« Reply #12 on: June 28, 2008, 02:57:33 AM »
it's learning to ride a bicycle, one you comprehend how to do it you'll always understand.

okay, so, if I re-type the var numbers from 55, 56, 57, to a different number. would it work?

and where do I exactly put the statedef -2 between which other kind of state?

and about the state 57999, does it go exactly to the bottom of the characters CNS?

Great questions.
1) regarding vars: some characters have a list at the beginning of the CNS that states what vars the author used (I did this with Silver Surfer), most authors are too lazy to do this so you have to search the CNs file for vars yourself. Before you add the code do a search for var(55). If you find var(55) in there somwhere then syns's new code will need to be changed to a new number. Do the same for 56 and 57.

If you don't know whic variables are still open and available to use just start searching for var(0) then var(1) then var(2) and find out which ones are still open. Or to be faster, just search for var( and write down each variable you come across until you get to the end of the file.

2) regarding -2: Like I said before, the CNS is broken into two parts, the [data] section and the [statedef]s section. There are tons of statedefs there and the bottom two statedefs are typically [statedef -2] and [statedef -3], nothing else should go beneith these  sets of codes, which means the [statedef 57999] will need to be somewhere above the [statedef -2]

Now, sometimes authors make multiple CNS files even though it is not necessary so the code may be dispearsed amongs any of these.

3) nothing goes below [statedef -2] at the end of the file.



alright, so, I put this code in kfm and realized there was no var 55, 56, 57 there and removed f from the values for the sound to play though.

and putting that code anywhere...should it be at the top? where the data is.
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Offline Acey

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Re: strider HQ help
« Reply #13 on: June 28, 2008, 03:03:22 AM »
and putting that code anywhere...should it be at the top? where the data is.

Your questions are starting to get vague and saying "that code" rather than being specific to which part you;re talking about isn't helping.

the below quotes tell you where to put the two sets of code.

great!

2) you have two big sections of code here. the [statedef -2] section needs to go right under the one and only [statedef -2], if you think you need to add a [statedef -2] section then you are probably wrong and you need to look harder.

3) [statedef 57999] can go anywhere except in the [data] section or anywhere beneith the [statedef -2] or [statedef -3] (both of these should be at the bottom anyways.


2) regarding -2: Like I said before, the CNS is broken into two parts, the [data] section and the [statedef]s section. There are tons of statedefs there and the bottom two statedefs are typically [statedef -2] and [statedef -3], nothing else should go beneith these  sets of codes, which means the [statedef 57999] will need to be somewhere above the [statedef -2]

Now, sometimes authors make multiple CNS files even though it is not necessary so the code may be dispearsed amongs any of these.

3) nothing goes below [statedef -2] at the end of the file.


to answer your question, only the data goes in the [data] section (it's all there already, you don't add stuff to it, you can only change the values), statedefs go in the [statedef] section

Offline Aura-Master

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Re: strider HQ help
« Reply #14 on: June 28, 2008, 03:10:31 AM »
EDIT: sorry about that, I'll see what I can do

EDIT2: still isn't playing the sound >.>

I'll post the cns so someone can figure it out

http://www.sendspace.com/file/xetw6l
« Last Edit: June 28, 2008, 03:19:12 AM by Aura-Master »
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Re: strider HQ help
« Reply #15 on: July 03, 2008, 01:55:43 AM »
that stage is outdated

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Re: strider HQ help
« Reply #16 on: July 03, 2008, 01:57:30 AM »
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