Infinity MUGEN Team
IMT Main => M.U.G.E.N Help => Topic started by: Luis/Dshiznet on September 21, 2007, 04:59:45 PM
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some one help me*looks at fallen angel* in putting this hyper for my character, i tried to get the code from ryu x but i didnt get it in right.
animation before hyper (http://i85.photobucket.com/albums/k41/dshiznetz/133.gif) hyper animation (http://i85.photobucket.com/albums/k41/dshiznetz/22111.gif)
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Did you add in the helper state?
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Did you add in the helper state?
nope
i dont even know how to add it
if you've noticed..
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All you have to do is copy the state, and paste it.
Press ctrl + F and search for Hadohelper (or something like that)
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All you have to do is copy the state, and paste it.
Press ctrl + F and search for Hadohelper (or something like that)
see.. you jump into the conclusion if i know how to do this
look.. just tell me how to do the dam code, and not to copy it from ryu-x
i want to learn how to do it on my dam own
1090= hyper animation
888=previous move before hyper
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All you have to do is copy the state, and paste it.
Press ctrl + F and search for Hadohelper (or something like that)
see.. you jump into the conclusion if i know how to do this
look.. just tell me how to do the dam code, and not to copy it from ryu-x
i want to learn how to do it on my dam own
1090= hyper animation
888=previous move before hyper
Excuse me? You worded your post as if you wanted to fix the code you got from Ryu-X. :(|) It seemed as if you made the most common mistake most people do when using his code in their own character--Forgetting to add the helper.Besides I was just trying to help you out with your code mistake. >o:-( So anyway this is what your helper coding should look like (don't bee-otch about the coding its just an example)
In order to activate the helper you need to add something like this to the state.
[State 3000, Helper]
type = Helper
trigger1 = ???
ID = 9432
helpertype = Normal
name = "Helper"
removeongethit = 1
stateno = Insert the number for your helper state here
pos = 50,-70
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
Now for the helper itself
[Statedef ???]
type = S
movetype = A
Physics = N
ctrl = 0
anim = ????
velset = 0
sprpriority = 2
[State 780, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 781, Bind!]
type = BindToParent
triggerall = parent, stateno = 3000
trigger1 = Time = 0
time = -1
pos = 31,-30
[State 3000, hits]
type = hitdef
trigger1 = Time = 1
attr = S, HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP
guardflag = MA ;HLA ;B,E,F
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit ;Hit,Miss,Dodge
damage = 11,2
guard.sparkno = s6767
sparkno = 3
sparkxy = -15,ifelse(moveguarded, -15,-59)
hitsound = s3000,10
guardsound = s8500,0
pausetime = 0,13
ground.type = Low
air.type = Low
ground.slidetime = 4
ground.hittime = 25
ground.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
air.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.yvelocity = -.2
removeongethit = 1
ground.cornerpush.veloff = 0
getpower = 0,0
[State 751, Humans Destroy!]
type = DestroySelf
trigger1 = Animtime = 0
As you can see, the helper is coded as a normal move, but it has its own state, which makes hitdef activation, and effects much easier than a beam made from a projectile.
If still don't understand explain exactly what you don't get.
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All you have to do is copy the state, and paste it.
Press ctrl + F and search for Hadohelper (or something like that)
see.. you jump into the conclusion if i know how to do this
look.. just tell me how to do the dam code, and not to copy it from ryu-x
i want to learn how to do it on my dam own
1090= hyper animation
888=previous move before hyper
Excuse me? You worded your post as if you wanted to fix the code you got from Ryu-X. :(|) It seemed as if you made the most common mistake most people do when using his code in their own character--Forgetting to add the helper.Besides I was just trying to help you out with your code mistake. >o:-( So anyway this is what your helper coding should look like (don't bee-otch about the coding its just an example)
In order to activate the helper you need to add something like this to the state.
[State 3000, Helper]
type = Helper
trigger1 = ???
ID = 9432
helpertype = Normal
name = "Helper"
removeongethit = 1
stateno = Insert the number for your helper state here
pos = 50,-70
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
Now for the helper itself
[Statedef ???]
type = S
movetype = A
Physics = N
ctrl = 0
anim = ????
velset = 0
sprpriority = 2
[State 780, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 781, Bind!]
type = BindToParent
triggerall = parent, stateno = 3000
trigger1 = Time = 0
time = -1
pos = 31,-30
[State 3000, hits]
type = hitdef
trigger1 = Time = 1
attr = S, HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP
guardflag = MA ;HLA ;B,E,F
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit ;Hit,Miss,Dodge
damage = 11,2
guard.sparkno = s6767
sparkno = 3
sparkxy = -15,ifelse(moveguarded, -15,-59)
hitsound = s3000,10
guardsound = s8500,0
pausetime = 0,13
ground.type = Low
air.type = Low
ground.slidetime = 4
ground.hittime = 25
ground.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
air.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.yvelocity = -.2
removeongethit = 1
ground.cornerpush.veloff = 0
getpower = 0,0
[State 751, Humans Destroy!]
type = DestroySelf
trigger1 = Animtime = 0
As you can see, the helper is coded as a normal move, but it has its own state, which makes hitdef activation, and effects much easier than a beam made from a projectile.
If still don't understand explain exactly what you don't get.
No.
and i dont get it because all you posted was the code.. with out telling me what to put in for the question marks.. thanks..
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All you have to do is copy the state, and paste it.
Press ctrl + F and search for Hadohelper (or something like that)
see.. you jump into the conclusion if i know how to do this
look.. just tell me how to do the dam code, and not to copy it from ryu-x
i want to learn how to do it on my dam own
1090= hyper animation
888=previous move before hyper
Excuse me? You worded your post as if you wanted to fix the code you got from Ryu-X. :(|) It seemed as if you made the most common mistake most people do when using his code in their own character--Forgetting to add the helper.Besides I was just trying to help you out with your code mistake. >o:-( So anyway this is what your helper coding should look like (don't bee-otch about the coding its just an example)
In order to activate the helper you need to add something like this to the state.
[State 3000, Helper]
type = Helper
trigger1 = ??? (animelem = whatever will trigger the beam)
ID = 9432
helpertype = Normal
name = "Helper"
removeongethit = 1
stateno = ??? (Insert the number for your helper state here)
pos = 50,-70
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
Now for the helper itself (this is whole different state, so put it under your changestate for the character state)
[Statedef ???] This stateno has to be the same as the the mentioned above "stateno = ??? (Insert the number for your helper state here)"
type = S
movetype = A
Physics = N
ctrl = 0
anim = ???? (animation of the beam)
velset = 0
sprpriority = 2
[State 780, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 781, Bind!]
type = BindToParent
triggerall = parent, stateno = (The character's state)
trigger1 = Time = 0
time = -1
pos = 31,-30
[State 3000, hits]
type = hitdef
trigger1 = Time = 1
attr = S, HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP
guardflag = MA ;HLA ;B,E,F
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit ;Hit,Miss,Dodge
damage = 11,2
guard.sparkno = s6767
sparkno = 3
sparkxy = -15,ifelse(moveguarded, -15,-59)
hitsound = s3000,10
guardsound = s8500,0
pausetime = 0,13
ground.type = Low
air.type = Low
ground.slidetime = 4
ground.hittime = 25
ground.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
air.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.yvelocity = -.2
removeongethit = 1
ground.cornerpush.veloff = 0
getpower = 0,0
[State 751, Humans Destroy!]
type = DestroySelf
trigger1 = Animtime = 0
As you can see, the helper is coded as a normal move, but it has its own state, which makes hitdef activation, and effects much easier than a beam made from a projectile.
If still don't understand explain exactly what you don't get.
Fixed?
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ok tell me
wtf is a helper? the previous animation ? cuz you havent cleared that up for me..
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[Statedef 1091]
type = S
movetype = A
Physics = N
ctrl = 0
anim = 1090
velset = 0
sprpriority = 2
[State 780, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 781, Bind!]
type = BindToParent
triggerall = parent, stateno = 1091
trigger1 = Time = 0
time = -1
pos = 31,-30
[State 3000, hits]
type = hitdef
trigger1 = Time = 1
attr = S, HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP
guardflag = MA ;HLA ;B,E,F
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit ;Hit,Miss,Dodge
damage = 11,2
guard.sparkno = s6767
sparkno = 3
sparkxy = -15,ifelse(moveguarded, -15,-59)
hitsound = s3000,10
guardsound = s8500,0
pausetime = 0,13
ground.type = Low
air.type = Low
ground.slidetime = 4
ground.hittime = 25
ground.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
air.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.yvelocity = -.2
removeongethit = 1
ground.cornerpush.veloff = 0
getpower = 0,0
[State 751, Humans Destroy!]
type = DestroySelf
trigger1 = Animtime = 0
[State 3000, Helper]
type = Helper
trigger1 = 1
ID = 9432
helpertype = Normal
name = "Helper"
removeongethit = 1
stateno = 1091
pos = 50,-70
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
thats what i got..
1090= beam aniamtion
1091= animation before beam
bleh.. where fallen angel when you need him =/
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dshinetz_is_back, you can make the special using helpers or using a projectil, I think in these case its easier using a projectil
[Statedef 1091]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 1090
[State 1081,1]
type = Projectile
trigger1 = AnimElem = x
projanim = 1091
; you have to make the projectil as you wish, but I think that this will help you
velocity = 0.001,0.001
I put a really low velocity just to make it move a little bit
[State 1091,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
These is a really small piece of code , I think that you can figure it out what else to put
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thanks dude it works
but how do i make it so that his hand stays still till the move is finished?
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dshinznets_is_back, to do that you need to increase the time in the animation or add more sprites to the animation
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dshinznets_is_back, to do that you need to increase the time in the animation or add more sprites to the animation
man you own
ok final question
how do i make it transparent?
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dshinznets_is_back, to do that you need to increase the time in the animation or add more sprites to the animation
man you own
ok final question
how do i make it transparent?
What do you want to make transparent??
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dshinznets_is_back, to do that you need to increase the time in the animation or add more sprites to the animation
man you own
ok final question
how do i make it transparent?
What do you want to make transparent??
cuz like right now its solid, i want it to be a little less visible so you can see th person getting hit with it.
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to do that you have to change in the projectil these value
projsprpriority = x
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to do that you have to change in the projectil these value
projsprpriority = x
man you rock.