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Author Topic: Audio problems with emma Frost  (Read 494 times)

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Offline pockydisciple

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Audio problems with emma Frost
« on: October 22, 2011, 12:12:08 PM »
I'm Having Problems with Emma Frost, It's seem at some point in a fight, I keep Hearing the anouncer say "YES!" or "DANGER" over and over again.   As you would guess, I find it very annoying. ~X(
So asking you guys to show me what the problem maybe, and can I fix it.
It' would be a huge help, as always, Thank You! :)



Offline SanjiSasuke

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Re: Audio problems with emma Frost
« Reply #1 on: October 22, 2011, 02:59:45 PM »
I've noticed this too. In a few others as well, like She-Ra.

Offline metamutant

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Re: Audio problems with emma Frost
« Reply #2 on: October 22, 2011, 03:24:03 PM »
I had this problem too because of the screenpack I used.  Go into statedef -2  look for the below code,  it is interfering with the screen pack that you are using.  You can either deleted it or null it by placing a ";" in front of each line.  Make sure to back up before making this change as a precaution.

;---------------------------------------------------------------------------
[State -2, pressstart]; - mvsc2 screen pack
type = Explod
triggerall = var(20) != 0 && roundstate < 3 && var(17)>=10
trigger1 = (gametime%60)= id && life != 0
id = 8620
anim = f220
pos = ((enemy, id)<id)*160, (id - 32)*2
postype = Left
removetime = 30;-2
bindtime = -1
sprpriority = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5

[State -2, acertou a parede - som]
type = playsnd
triggerall = numtarget!=0
trigger1 = target, statetype = A && target, movetype= H;
trigger1 = target, backedgedist < 2
trigger1 = target, anim= 5030 || target, anim= 5035
trigger1 = numexplod(8250)=0
trigger1 = target, vel x < 0;movehit &&
persistent = 0;1
value = f7+(var(17)>=10),(target,vel x > 7)+(target,vel y > 7)
volume=255
ignorehitpause = 1

[State -2, acertou a parede]
type = Explod
triggerall = numtarget!=0
trigger1 = target, statetype = A && target, movetype= H;
trigger1 = target, backedgedist < 2
trigger1 = target, anim= 5030 || target, anim= 5035
trigger1 = numexplod(8250)=0
trigger1 = target, vel x < 0;movehit &&
id = 8250
anim = f70;8250
pos = -(target,const(size.air.back)),(target,const(size.mid.pos.y))
postype = P2
removetime = -2
bindtime = 1
;sprpriority = 1
ownpal = 1
ontop = 1
persistent = 0
ignorehitpause=1

;=======================================================
;Contagem de combo
;=======================================================

[State -2, VS_Combo]
type = VarSet
trigger1 = var(13) >= 3
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
var(1) = 1+(var(13)>4)+(var(13)>5)+(var(13)>7)+(var(13)>9)+(var(13)>29)+(var(13)>49)+(var(13)>69)-(var(13)=-1)
ignorehitpause = 1

[State -2, Danger]
type = VarSet
trigger1 = var(18) !=1 && roundstate=2 && life = [1,250]
var(1) = 9; * (var(13)=-1)
ignorehitpause = 1

; sound First attack
[State -2, sound2]
type = PlaySnd
triggerall = var(13)=-1; && (movehit||p2stateno = [5000,5899]);
triggerall = NumExplod(8701) =0; && var(1)=0
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
trigger1 = var(1)=9 && var(18)=0 && life > 0; && roundstate=2
persistent = 0;1
value = f230,0;Var(1)(Var(1)!=0))
volume=255
ignorehitpause = 1

; Combo sound
[State -2, sound]
type = PlaySnd
trigger1 = NumExplod(8701) =0; && var(1)!=0
trigger1 = var(13)=0 && var(1)!=0
persistent = 0;1
value = f230,Var(1);(Var(1)!=0))
volume=255
ignorehitpause = 1

[State -2, esquerda]
type = explod
trigger1 = var(13)=0 && var(1)!=0
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = var(1)=9 && var(18)=0 && life > 0; && roundstate=2
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = f(230 + var(1))
;anim = f(231+(var(1)>4)+(var(1)>5)+(var(1)>7)+(var(1)>9)+(var(1)>29)+(var(1)>49)+(var(1)>69))
ID = 8701
postype =left
pos = 0,80;130;82
ontop = 1
bindtime = -1
removetime = 60;90
supermovetime = 60;90
pausemovetime = 60;90
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1

[State -2, direita]
type = explod
trigger1 = var(13)=0 && var(1)!=0
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = var(1)=9 && var(18)=0 && life > 0; && roundstate=2
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = f(240+ var(1));8011;8720;
ID = 8701
postype =right
pos = -1,80;130;82
ontop = 1
bindtime = -1
removetime = 60;90
supermovetime = 60;90
pausemovetime = 60;90
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1

[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time=0;animelemtime(1)=0;-1
trigger1 = enemynear, Hitshakeover=0;PauseTime = 1
trigger1 = p2stateno = 8000 || p2stateno = [5000,5899]
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
;trigger1 = p2movetype=H && p2stateno != [120,170]
var(13) = 1 + (var(13)=-1)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
;triggerall = numexplod(8701)=0
trigger1 = var(13)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(13)=-1 && stateno = [5000,5899]
var(13) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(13)=0
var(1) = 0
ignorehitpause = 1

[State -2, score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 8000 || p2stateno = [5000,5899]
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(19) = ceil(stateno/5)*var(13)+(moveguarded)+(var(13)=-1)*500
ignorehitpause = 1

[State -2, normaliza score]
type = Varset
triggerall = numpartner=1
trigger1 = var(19)< partner, var(19)
var(19) = partner, var(19)

[State -2, zera Danger]
type = VarSet
trigger2 = var(18) = 0 && life <= 250
trigger1 = var(18) = 1 && roundstate!=2
var(18) = (roundstate>1)
ignorehitpause = 1

[State -2, zera first attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit;var(13) = -1 &&
trigger1 = partner, var(13) != -1; && partner, movehit
var(13) = 0
ignorehitpause = 1

[State -2, score helper]
type = helper
stateno = 8600; helper
trigger1 = var(20)=0 && (gametime%10)=0;
pos = 0,0
postype = left
bindtime = -1
ID=8600
ownpal = 1
name = "Score"
ignorehitpause=1

[State -2, p2 acertou o chão - destroços]
type = Explod
id = 8264
triggerall = numtarget!=0 && var(17)>=10
trigger1 = target,stateno= 5100;
trigger1 = target,time= 1;
trigger1 = target,sysvar(1)>14
anim = f64
postype = P2
removetime = -2
bindtime = 1
sprpriority = 2
ownpal = 1
;ontop = 1
persistent = 0
ignorehitpause=1
vel=0,-2
accel=0,0.15

[State -2, p2 acertou o chão - solo]
type = Explod
triggerall = numtarget!=0 && var(17)>=10
trigger1 = target,stateno= 5100;
trigger1 = target,time= 1;
trigger1 = target,sysvar(1)>14
;id = 8263
anim = f63
postype = P2
removetime = -2
bindtime = 1
sprpriority = -4
ownpal = 1
;ontop = 1
persistent = 0
ignorehitpause=1

[State -2, p1 acertou o chão - destroços]
type = Explod
;id = 8264
triggerall = var(17)>=10
trigger1 = stateno= 5100 && time= 1;
trigger1 = sysvar(1)>14
anim = f64
postype = P1
removetime = -2
bindtime = 1
sprpriority = 2
ownpal = 1
;ontop = 1
persistent = 0
ignorehitpause=1
vel=0,-2
accel=0,0.15

[State -2, p1 acertou o chão - solo]
type = Explod
triggerall = var(17)>=10
trigger1 = stateno= 5100 && time= 1;
trigger1 = sysvar(1)>14
;id = 8263
anim = f63
postype = P1
removetime = -2
bindtime = 1
sprpriority = -4
ownpal = 1
;ontop = 1
persistent = 0
ignorehitpause=1

[State -2, contador de tempo]
type = varset
trigger1 = roundstate=1
trigger2 = roundstate=2
var(0)=(var(0)+1)*(roundstate=2)







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