Infinity MUGEN Team
IMT Main => M.U.G.E.N Help => Topic started by: Maxilos on October 16, 2012, 07:31:05 PM
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Title says it all. I have some mini games and bosses so I just want to hide them so they can't be selected by players.
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Assuming @ is a character and # is a blank space. To prevent a character from selection
@@@#
@@@#
###@
Set moveoveremptyboxes = 0 and you will not be able to access that last character. Place it off screen to hide it.
If you have randomselect anywhere they will still be available via that method.
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I tried your method Cyanide, but it didn't work, the bonus characters are still selectable even if their select box is offscreen (hidden).
for example in select.def
char1, stages/stage1.def, order=2
char2, stages/stage2.def, order=3
char3, stages/stage3.def, order=4
char4, stages/stage4.def, order=5
char5, stages/stage5.def, order=7
char6, stages/stage6.def, order=8
char7, stages/stage7.def, order=9
char8, stages/stage8.def, order=10
bonus1, stages/bonusstage1.def, order=1
bonus2, stages/bonusstage2.def, order=6
The roster is set as 1 single column, with different rows (8 selectable character + 2 bonus stages).
The 2 bonuses are hidden (offscreen), but they're selectable. How do I make them unselectable/locked ?
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Single column isn't enough. You need 2 columns
@#
@#
@#
@#
@#
@#
@#
@#
#@
#@
There is no way to access those last 2 characters. Pressing up will not skip you to them and there is no way to get left/right to them. As long as moveoveremptyboxes = 0 you cannot select them. Or was it meant to be 1.... pretty sure it's 0. 0 means you can't put the cursor on them.
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Tried with 2 columns, messed it all up. Still tried to organize the roster with 2 columns (but appearing as one): bonuses were unselectable, but they don't show at arcade (blank opponent in vs screen, then mugen quits).
In system.def settings are "moveoveremptyboxes = 0 ,showemptyboxes = 0 , wrapping = 0 "
Still don't get how to properly use that "@#", "#@". Sorry for asking, I must be really dumb, but I need a proper example both for select.def and system.def. :(
As for now, the select.def is:
jannaro, stages/12.def, order=3
mistermister, stages/heliport.def, order=2
abdul, stages/ogrem0.def, order=4
culo, stages/roof.def, order=5
osas, stages/lawm0.def, order=6
osas, stages/lawm0.def, order=8
osas, stages/lawm0.def, order=9
osas, stages/lawm0.def, order=10
@#
oildrumbonus, stages/hangar.def, order=1
car, stages/hangar.def, order=7
...
arcade.maxmatches =1,2,3,4,5,6,7,8,9,10
The bonus chars are offscreen, but the cursor just skips the empty box "@#" and is able to select both. I've set a "Lifeset suicide" in [State-2] of those chars in case there were facing each other (first stage is car bonus stage)... but it would be really better to avoid this case as the player can watch the match ending in a tie.
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nevermind, it worked. I had to figure it out myself step by step adding a line/row/column until I got it working.
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Just to clarify: if you use a randomselect, the engine will STILL be able to select that character.
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Gotta remember a rubbish name in the select def means no character.
Ryu
blank
honda
blank
That's character on the left and nothing on the right. I see you've worked it out, but that's the logic.