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Offline TripleM

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HELP!!!
« on: September 27, 2007, 07:54:05 PM »
can some one plz help me with this  :(
I wont to add an intro and an win pose befor I releases my characters
plz some one HELP ME!!  ~X( 



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Offline Fallen_Angel

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Re: HELP!!!
« Reply #1 on: September 27, 2007, 11:16:21 PM »
TripleM,  they are coded exactly the same as a move , or do  you have a more specific question??


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Offline A!

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Re: HELP!!!
« Reply #2 on: September 28, 2007, 02:28:19 PM »
those are easy to code...
A guy told me one time, "Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner."

Offline TripleM

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Re: HELP!!!
« Reply #3 on: September 28, 2007, 03:48:05 PM »
those are easy to code...
if it is can you tell me then
Quote
TripleM,  they are coded exactly the same as a move , or do  you have a more specific question??
that did not work thanks any way Fallen_Angel

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Offline Fallen_Angel

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Re: HELP!!!
« Reply #4 on: September 28, 2007, 04:06:39 PM »
TripleM,  the intros are always coded in the statedef 190 or 191, thats because the system , detects those states as intros, if you can check any char with a lot of intros you will see that the put the changestates to the intros  in the 190 or 191

[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0



[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

these is just an example, you cvan put whaterever you want in here


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Offline TripleM

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Re: HELP!!!
« Reply #5 on: September 28, 2007, 05:13:41 PM »
TripleM,  the intros are always coded in the statedef 190 or 191, thats because the system , detects those states as intros, if you can check any char with a lot of intros you will see that the put the changestates to the intros  in the 190 or 191

[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0



[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

these is just an example, you cvan put whaterever you want in here

thanks I will try it and if it works I will releases the characters tomorrow  ;)

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Offline TripleM

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Re: HELP!!!
« Reply #6 on: September 28, 2007, 06:58:10 PM »
it Did not work  ~X( I will try to use what p.o.s.t shin akuma use a win and intro state decider

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Offline Fallen_Angel

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Re: HELP!!!
« Reply #7 on: September 29, 2007, 12:02:53 AM »
TripleM, can you put the code that you made??


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Offline TripleM

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Re: HELP!!!
« Reply #8 on: September 29, 2007, 12:54:35 AM »
TripleM, can you put the code that you made??
yah here it is
Quote
;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 181
ID = 1
pos = 28,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ]
type = Explod
trigger1 = time = 120
pos = 35,14
anim = 182
ID = 160
removetime = 200
sprpriority = 6

[State 0, ]
type = Null
trigger1 = animelem = 2
anim = 182
ID = 182
scale = .9,1
ontop = 1

[State 0, ]
type = BGPalFX
trigger1 = time = 180
trigger2 = time = 185
trigger3 = time = 190
trigger4 = time = 195
trigger5 = time = 200
trigger6 = time = 205
trigger7 = time = 210
trigger8 = time = 215
trigger9 = time = 220
trigger10 = time = 225
trigger11 = time = 230
trigger12 = time = 235
trigger13 = time = 240
trigger14 = time = 245
trigger15 = time = 250
trigger16 = time = 255
time = 2
add = 255,255,255

[State 191, 3]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,12
volume = 200
channel = -1
;lowpriority = -1
freqmul = .9
loop = 0
pan = 1
abspan = 5
;ignorehitpause =
;persistent =


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; intro state decider
; CNS difficulty: basic
[Statedef 190]
type = S

[State 190, 1]
type = ChangeState
trigger1 = Time = 1
value = 192

[State 191, 2]
type = ChangeState
trigger1 = Time = 0
value = 191
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 191
ID = AnimElem = 1
pos = 49,-80
postype = P1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 192
ID = AnimElem = 1
pos = 48,-70
postype = P1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S300,2
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,11
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S5,12
volume = 250
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S4,7
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S5,4
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 3
time = 200
freq = 1000
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
thats it my win and intro pose code wath am I doing wrong

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Offline Fallen_Angel

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Re: HELP!!!
« Reply #9 on: September 29, 2007, 09:18:14 AM »
TripleM, in the win, I dont see anything wrong.

In the intro decider state change these

[State 190, 1]
type = ChangeState
trigger1 = Time = 1
value = 192

[State 191, 2]
type = ChangeState
trigger1 = Time = 0
value = 191

and put in the trigger1 = random = [0,500] and in the second changestate random = [501,999]

in the intro you always get the statedef 191, thats because it will always trigger when time = 0 , and the 192, wil never trigger because the 191 starts before you get time = 1

The random means that when you are on the statedef 190, your character will have 2 options , (you can put more), and the character will select a number form 0 to 999 and will change to the statedef that has that number


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Offline TripleM

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Re: HELP!!!
« Reply #10 on: September 29, 2007, 01:29:29 PM »
TripleM, in the win, I dont see anything wrong.

In the intro decider state change these

[State 190, 1]
type = ChangeState
trigger1 = Time = 1
value = 192

[State 191, 2]
type = ChangeState
trigger1 = Time = 0
value = 191

and put in the trigger1 = random = [0,500] and in the second changestate random = [501,999]

in the intro you always get the statedef 191, thats because it will always trigger when time = 0 , and the 192, wil never trigger because the 191 starts before you get time = 1

The random means that when you are on the statedef 190, your character will have 2 options , (you can put more), and the character will select a number form 0 to 999 and will change to the statedef that has that number
IT WORKED!! thanks alot for all the help Fallen_Angel

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