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Author Topic: Help with Finisher  (Read 436 times)

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Offline ELECTRO

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Help with Finisher
« on: July 24, 2010, 11:00:04 PM »
Having trouble with the helper on my finisher - When the helper spawns it leaves a trail along the path that it's traveling & can't figure out why - Also when the move is over the game hangs for about 30 secounds longer than I need it too - So I need some help fixing these 2 things @-)

Pics :
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Code :
Code: [Select]
;This is in my Hitdef to trigger the finisher

[State 310]
type = TargetState
trigger1 =p2life=0
trigger1=MatchOver
trigger1=P2Dist Y =0
value = 8555

[State 310, 1]
type = PlaySnd
trigger1 =p2stateno=8555
value = 0, 23
persistent = 0

[State 310]
type = Explod
trigger1 =p2stateno=8555
anim =6102     ;need to make this explosion for blood
id =3350
pos =0,-20
postype = p2
sprpriority =4
ownpal = 1
ignorehitpause=1
persistent = 0

;---------------------------------------------------

;----------------------------------
Code: [Select]
[Statedef 8555]
type    = S
movetype= H
physics = N
anim = 8556
velset = 0,0

[State 8555, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8555


[State 8555]
type = Helper
trigger1 = time = 0
stateno = 8556
id = 8556
ownpal = 0
pos = 0,0

[State 8555, 2]
type = GameMakeAnim
trigger1 = animelem=5
value = 61
pos = 0,0
under = 1

;------------------------------------------------------------------------------------------------------------
;Top Body fall
[Statedef 8556]
type = A
movetype = A
physics = N
anim = 99999;8556
ctrl = 0
sprpriority = 3
;velset = 1,-2





[State 8556]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 8556
value = 8556


[State 8556]
type = VelSet
trigger1 = Time = 0 && Parent,Stateno = 8555
x = -3
y = -7


[State 8556]
type = VelAdd
trigger1 = 1
y = 0.4

[State 8556]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 8557

[State seeya]
type = DestroySelf
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ignorehitpause = 1

;-------------------------------
;top body lay on ground
[Statedef 8557]
type    = S
movetype= H
physics = N
velset = 0,0

[State 8557, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 8557


[State 8557, 3]
type = selfState
trigger1 = Animtime=0
trigger1=alive=1
value = 5120

[State 8557, 4]
type = selfState
trigger1=alive=0
trigger1 = Animelem=1
value = 5110

Post Merge: July 26, 2010, 03:01:09 PM
My first problem has been solved & Got about 4 more finshers done but, when I try to execute the air finisher the camera stops following my main character - Need help on fixing this camera problem - Hopefully will be the last thing I need help with o_O


Code: [Select]
This is in my hitdef to activate the finisher

[State 720]
type = TargetState
triggerall = movehit
trigger1 =p2life=0
trigger1=MatchOver
;trigger1=P2Dist Y =0
value = 88750
persistent = 0

[State 720, 1]
type = PlaySnd
trigger1 =p2stateno=88750
value = 1515, 1
persistent = 0

Code: [Select]
;rest of the code for the finisher


;----------------------------------
[Statedef 88750]
type    = S
movetype= H
physics = N
anim = 9800; Invisible


[State 88750]
type = Helper
trigger1 = time = 0
stateno = 88751
id = 88751
ownpal = 0
pos = 0,0

[State 88750]
type = Helper
trigger1 = time = 0
stateno = 88752
id = 88603
ownpal = 0
pos = 0,0

[State 88750, 2]
type = GameMakeAnim
trigger1 = animelem=5
value = 61
pos = 0,0
under = 1

[State 88750, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------------------------
;Top head fall
[Statedef 88751]
type = A
movetype = A
physics = N
anim = 99999;invisible
ctrl = 0
sprpriority = 3
;velset = 1,-2



[State 88751]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 88701
value = 88701


[State 88751]
type = VelSet
trigger1 = Time = 0
x = 1.5
y = -14

[State 88751,1] ; make head spin
Type = AngleAdd
trigger1 = 1
Value =-12;55         ; how much spin

[State 88751,2]         ; make head spin
Type = AngleDraw
trigger1 = time>0

[State 88751, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5000,1

[State 88751, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S100,2

[State 88751]
type = VelAdd
trigger1 = 1
y = 0.4

;[State 88701, ground blood]
;type = explod
;anim = 88560
;trigger1 = time = 15
;pos = 0,50
;vel = 0, 0
;sprpriority = -2
;removetime = 3000
;shadow = 100,100,100

[State 88751]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 88702

[State 88751]
type = DestroySelf
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ignorehitpause = 1

;-------------------------------
;------------------------------------------------------------------------------------------------------------
;lower Body fall
[Statedef 88752]
type = A
movetype = A
physics = N
anim = 99999;invisible
ctrl = 0
sprpriority = 3
;velset = 1,-2





[State 88752]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 88750
value = 88750


[State 88752]
type = VelSet
trigger1 = Time = 0 && Parent,Stateno = 88750
x = -1.7
y = -5

;[State 8556]
;type = AssertSpecial
;trigger1 = 1
;flag = noshadow

[State 88752, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5000,1

[State 88752, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S100,2

[State 88752]
type = VelAdd
trigger1 = 1
y = 0.4

;[State 88601, ground blood]
;type = explod
;anim = 88560
;trigger1 = time = 15
;pos = 0,50
;vel = 0, 0
;sprpriority = -2
;removetime = 3000
;shadow = 100,100,100

[State 88752]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 88753

[State 88752]
type = DestroySelf
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ignorehitpause = 1

;-------------------------------
;body lay on ground
[Statedef 88753]
type    = S
movetype= H
physics = N
velset = 0,0


[State 88753, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 88751 ; need to make this animation for 2nd player

[State 88753, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,0

;[State 88604, blood puddle]
;type = explod
;anim = 88558
;trigger1 = time = 10
;pos = 0,0
;vel = 0, 0
;sprpriority = -2
;removetime = 2000
;shadow = 100,100,100

[State 88753, blood puddle]
type = explod
anim = 88559
trigger1 = time = 1
pos = 55,0
vel = 0, 0
sprpriority = -2
removetime = 2000
;shadow = 100,100,100

[State 88753, ground blood]
type = explod
anim = 88561
trigger1 = time = 2
pos = -40,0
vel = 0, 0
sprpriority = -2
removetime = 3000
;shadow = 100,100,100

[State 88753, ground blood]
type = explod
anim = 88561
trigger1 = time = 3
pos = 0,1
vel = 0, 0
sprpriority = -2
removetime = 3000
;shadow = 100,100,100

[State 88753, ground blood]
type = explod
anim = 88561
trigger1 = time = 4
pos = 60,-2
vel = 0, 0
sprpriority = -2
removetime = 3000
;shadow = 100,100,100

[State 88753, ground blood]
type = explod
anim = 88561
trigger1 = time = 5
pos = 70,4
vel = 0, 0
sprpriority = -2
removetime = 3000
;shadow = 100,100,100

[State 88753, 3]
type = selfState
trigger1 = Animtime=0
trigger1=alive=1
value = 5120

[State 88753, 4]
type = selfState
trigger1=alive=0
trigger1 = Animelem=1
value = 5110

« Last Edit: July 28, 2010, 03:00:26 PM by ELECTRO »



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