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Author Topic: help with explod  (Read 616 times)

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Offline warriorz

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help with explod
« on: July 03, 2009, 08:47:23 AM »
ehy friend, i need an help...

i make a taunt with an explod... but i need that the explod vanish when i change the animation (not for endtime of animation but if i walk, punch and others)

i don't know the trigger to do this thing..



Offline Fallen_Angel

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Re: help with explod
« Reply #1 on: July 03, 2009, 11:45:56 AM »
use a removeexplod...trigger1 = anim!=xxx


sig made by shullbocka

Offline ClubSyN-X-TReME

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Re: help with explod
« Reply #2 on: July 03, 2009, 02:29:01 PM »
That explod needs an id added to it if you haven't added one.

Then you can properly use the removeexplod sctrl like fallen angel said.

Also post your code, I or fallen can give you a better example if we see your code.

Offline warriorz

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Re: help with explod
« Reply #3 on: July 03, 2009, 05:09:58 PM »
i tried to use removeexplod but don't work, i still see my explod also if i change the animation!!!

this is the code that i have now, with or without removeexplod sctrl i don't see nothing of different:

[Statedef 195]
type = S
ctrl = 1
anim = 1
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = numexplod (2) = 0
anim = 2
ID = 2
pos = 0,0
postype = p1
sprpriority = 1

[State 195, 2]
type = ChangeState
trigger1 = Time = 128
value = 0

and this is want i don't want to see:


Offline ClubSyN-X-TReME

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Re: help with explod
« Reply #4 on: July 03, 2009, 10:07:59 PM »
[Statedef 195]
type = S
ctrl = 1
anim = 1
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = 1 && !numexplod(2)
anim = 2
ID = 2
pos = 0,0
postype = p1
removetime = -2
sprpriority = 1
persistent = 0

[State 195, 2]
type = ChangeState
trigger1 = Time = 128
value = 0

And in statedef -1 -2 or -3 add this  "I would recommend -3"

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 195
id = 2

the above will always be active no matter what state you are in.

Offline warriorz

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Re: help with explod
« Reply #5 on: July 04, 2009, 05:44:54 AM »
true.. i always remember to put some sctrl in -1, -2 and -3 section..
now work.. thank you...

just 2 thing:

1)
you suggest me: trigger1 = 1 && !numexplod(2)
i write this: trigger1 = numexplod(2) = 0

what's the difference?

2) what means this "!" before of this "="??

Offline ClubSyN-X-TReME

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Re: help with explod
« Reply #6 on: July 04, 2009, 07:02:33 AM »
1. Same thing just a compact way of the trigger.

2. if your character is any other state besides 195 then it will remove the explod.

Offline warriorz

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Re: help with explod
« Reply #7 on: July 04, 2009, 09:13:57 AM »
ok...

ehm.. another problem with explod near the end of the stage..

watch here, the char stop his "run" (not his animation) at the end of stage and the explod continue to go:



this is a part of code for this animation:

[Statedef 1500]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1500
sprpriority = 2
poweradd = -100

[State 190, Explod0] ;cannonleg fly
type = Explod
trigger1 = animelem = 3
trigger1 = numexplod (1) = 0
anim = 1550
ID = 1550
pos = 0,0
postype = p1
vel = 5.5,0
sprpriority = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = SA, SA
hitflag = MAF
animtype  = Medium
givepower = 75
damage    = 30
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.velocity = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1500
x = 5.5
y = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
persistent = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

Offline El Chupacabras

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Re: help with explod
« Reply #8 on: July 04, 2009, 12:17:42 PM »
That's because you gave your explod a velset so it would be attached to your char. Use bindtime instead and get rid of the velset you have in your explod. Look in the docs to see which value will work for bindtime.

Offline ClubSyN-X-TReME

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Re: help with explod
« Reply #9 on: July 04, 2009, 01:56:57 PM »
That's because you gave your explod a velset so it would be attached to your char. Use bindtime instead and get rid of the velset you have in your explod. Look in the docs to see which value will work for bindtime.

Exactly!

Here is how the code should look,

Old
Quote
[State 190, Explod0] ;cannonleg fly
type = Explod
trigger1 = animelem = 3
trigger1 = numexplod (1) = 0
anim = 1550
ID = 1550
pos = 0,0
postype = p1
vel = 5.5,0
sprpriority = 1

Modified
Quote
[State 190, Explod0] ;cannonleg fly
type = Explod
trigger1 = animelem = 3
trigger1 = numexplod (1) = 0
anim = 1550
ID = 1550
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !animtime
id = 1550

Just so you know, !animtime is the same as animtime = 0


Offline warriorz

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Re: help with explod
« Reply #10 on: July 04, 2009, 06:20:14 PM »
you are great.. thank you teachers  ^:)^

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