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Author Topic: How to add superjump to a char  (Read 9078 times)

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Offline Lord Vader

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Re: How to add superjump to a char
« Reply #50 on: December 27, 2007, 02:16:10 PM »
Yeah I changed it in both and this is how I had it.

In CNS:

;Super Jump
[Statedef 254]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0

[State 0, 0]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 0, 1]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 0, 2]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 0, 3]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump

[State 0, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

In CMD:

[Command]
name = "DU"
command = D, U
time = 10

[State -1, super jump ]
type = ChangeState
value = 254
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #51 on: December 27, 2007, 04:30:52 PM »
Lord Vader if you want pm me the char and I will look what the problem is
Have you checked that the statedef 254 doesn't exist already??


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Offline Lord Vader

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Re: How to add superjump to a char
« Reply #52 on: December 27, 2007, 08:24:11 PM »
Oh yes I used ctrl+f to see if it existed and it doesn't : /. I'll send you the character.

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #53 on: December 28, 2007, 12:07:09 AM »
Lord vader I have added the superjump to the char I'm sending it back to you. :thumbsup:



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Offline Marxx

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Re: How to add superjump to a char
« Reply #54 on: January 01, 2008, 05:37:45 AM »
Can't wait to try this out.
I have one question though, and keep in mind I know almost nothing about coding. If I add another command.

name = "KKK"<- with changes Like this
command = KKK <- this
time = 10

[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "KKK"<- and this
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air


Or something of the like. Would I be able to super jump by pressing three kicks at once like in the Capcom Vs. series?
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Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #55 on: January 01, 2008, 09:21:37 AM »
You can make with another command, theres no problem, check the cmd of the kfm so you can understand wich buttons are the kicks


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Offline davismaximus

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Re: How to add superjump to a char
« Reply #56 on: January 03, 2008, 04:39:40 PM »
Fallen_Angel - What exactly did you do to fix Vader's char?

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #57 on: January 03, 2008, 05:58:06 PM »
I just added the code normally , he gave me the char without adding the superjump.

If you have a problem, try adding the changestate of the superjump, as the first changestate on the statedef -1


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Offline nopihina

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Re: How to add superjump to a char
« Reply #58 on: January 05, 2008, 10:11:32 AM »
hmm why its not working in pots morrigan?

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #59 on: January 05, 2008, 10:56:53 AM »
I have added to pots morrigan and it works fine ;)

What happened when you have added the code??


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Offline 2dgameplay

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Re: How to add superjump to a char
« Reply #60 on: January 05, 2008, 12:42:17 PM »
;--------------------
; Jump Start
[Statedef 40]
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1
velset = 0, 0

[State 40, 1]
type = VarSet
trigger1 = !Time
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = !AnimTime
x = ifelse(!sysvar(1), const(velocity.jump.neu.x), ifelse(sysvar(1) = 1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 6]
type = ChangeState
trigger1 = !AnimTime
value = 50
ctrl = 1

; Jump Up
[Statedef 50]
type = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = !Time
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = !Time
value = ifelse(!vel x, 41, ifelse(vel x > 0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50, stop]
type = velSet
trigger1 = time = [13, 14]
y = 0

[State 50, stop]
type = PosSet
trigger1 = time = [13, 15]
y = -78

; Jump Land
[Statedef 52]
ctrl = 0
anim = 47
velset = 0, 0

[State 52, snd]
type = PlaySnd
trigger1 = !time
value = 52

[State 52, 2]
type = PosSet
trigger1 = !time
y = 0

[State 52, 4]
type = ChangeState
trigger1 = !AnimTime
value = ifelse(command != "holddown", 0, 11)
ctrl = 1

;------------------*--------------------

;Super Jump
[Statedef 45]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0

[State 45,1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45,2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45,3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45,4]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump


[State 45,5]
type = ChangeState
trigger1 = animtime = 0
value =  what value would i use cus 50 anit right i think
ctrl = 1
« Last Edit: January 05, 2008, 01:20:36 PM by 2dgameplay »

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #61 on: January 05, 2008, 10:41:23 PM »
the value its the statedef 50, cause its the statedef of the jump ;)


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Offline nopihina

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Re: How to add superjump to a char
« Reply #62 on: January 05, 2008, 11:04:37 PM »
i should add in below or above? in cns and cmd i paste above then i play pots morrigan then it jump short only
« Last Edit: January 05, 2008, 11:21:29 PM by rollymatthew(rm) »

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #63 on: January 05, 2008, 11:27:45 PM »
you can add it wherever you want just make sure to add to the proper section and make sure that the statedef that you are adding doesn't exist already :thumbsup:


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Offline 2dgameplay

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Re: How to add superjump to a char
« Reply #64 on: January 10, 2008, 03:55:36 PM »
[youtube=425,350]YfA6_vMvUwU[/youtube]

my superjump is not working right
« Last Edit: January 10, 2008, 04:08:49 PM by 2dgameplay »

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #65 on: January 10, 2008, 05:35:35 PM »
Try adjusting these value on the velset

y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump


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Offline 2dgameplay

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Re: How to add superjump to a char
« Reply #66 on: January 10, 2008, 05:36:51 PM »
Try adjusting these value on the velset

y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump


y = const(velocity.jump.y)*1.7 change to 1.0 up the same thing happens
i got it thxs
ps
add this to ur 1st page plz it will help them
[Command]
name = "DU"
command = D, U
time = 10

[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
trigger2 = (stateno = xxx) && (movehit) && (command = "holdup") xxx right here is the stateno for your lancher
« Last Edit: January 10, 2008, 06:18:25 PM by 2dgameplay »

Offline jlay720

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Re: How to add superjump to a char
« Reply #67 on: January 16, 2008, 09:16:06 AM »
Fallen_Angel  I'm such a noob at this... can u you explain to me exactly where is it that im supposed to add the code for the super jump. if you can help

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #68 on: January 16, 2008, 10:14:59 AM »
Fallen_Angel  I'm such a noob at this... can u you explain to me exactly where is it that im supposed to add the code for the super jump. if you can help

You have to put these on the cns, you have to make sure that the statedef  that you are using doesn't exist already

@2dgameplay, I will add that ;)



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Offline jlay720

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Re: How to add superjump to a char
« Reply #69 on: January 16, 2008, 12:20:35 PM »
it seems very easy but im still struggling to make it work... [-O<

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #70 on: January 16, 2008, 02:31:44 PM »
it seems very easy but im still struggling to make it work... [-O<

Have you tried adding it ??, these is almost a copy-paste code, you only need to change the xxx, for numbers


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Offline jlay720

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Re: How to add superjump to a char
« Reply #71 on: January 16, 2008, 08:46:27 PM »
Yeah thats what I did... copy paste and added value of 250 and nothing

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #72 on: January 16, 2008, 11:02:30 PM »
Did you add, the codes that goes on the cmd??


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Offline jlay720

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Re: How to add superjump to a char
« Reply #73 on: January 17, 2008, 06:48:22 AM »
yup I added those to the CMD as well and nothing....

Offline Fallen_Angel

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Re: How to add superjump to a char
« Reply #74 on: January 17, 2008, 08:47:18 AM »
Maybe to fix the problem you have to move  the changestate to the top of the statedef -1. If that doesn't work, send me the char with the code added and I fix it, and explian you what was the problem


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