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Author Topic: little help  (Read 360 times)

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Offline Captain Cold

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little help
« on: November 07, 2007, 05:49:20 PM »
well i been looking at KFM char and i wanted to know how to add the ability to block because i want to add it to another char that can not block and i was lookin in the kfm char to see how its done and i cant find it i looked everywhere  i found his sprites and where they are but i cant find how to trigger it can anyone help me find it so i can learn how to add it later on thanks for your help  :)



Offline Fallen_Angel

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Re: little help
« Reply #1 on: November 07, 2007, 06:02:56 PM »
jvalent2, all the basics things like walking running, blocking, are coded on the common1, the only thing you need to do is  to use the same anims


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Offline Captain Cold

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Re: little help
« Reply #2 on: November 07, 2007, 06:32:19 PM »
thanks fallen angle again ill take a look you are a life saver  :)

Offline Captain Cold

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Re: little help
« Reply #3 on: November 07, 2007, 06:48:03 PM »
ok i was looking in the common1 file and it doesnt say anythin about blocking unless its not under "block"


thanks


ok scratch that i found it....this is it right


;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, 5]
type = ChangeState
trigger1=Var(13)!=0&&Statetype=S
trigger1 = Time = 0
value = 0
ctrl=1

[State 120, 5]
type = ChangeState
trigger1=Var(13)!=0&&Statetype=C
trigger1 = Time = 0
value = 11
ctrl=1

[State 120, 5]
type = ChangeState
trigger1=Var(13)!=0&&Statetype=A
trigger1 = Time = 0
value = 50
ctrl=1

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = varSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "holdback"
value = 52

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51



the only thing is what is guard end? is that the animation when the guard is coming down? :)
« Last Edit: November 07, 2007, 06:51:54 PM by jvalent2 »

Offline Fallen_Angel

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Re: little help
« Reply #4 on: November 07, 2007, 08:05:27 PM »
guard end, its the ending of the guard, its the last thing that happen when you guard


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Offline Captain Cold

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Re: little help
« Reply #5 on: November 07, 2007, 08:18:10 PM »
ok thanks alot again fallen angel i figured it out thanks for pointing me in the right direction :)

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