collapse

Author Topic: little help  (Read 372 times)

0 Members and 1 Guest are viewing this topic.

Offline Captain Cold

  • Infinity Regular
  • ****
  • Posts: 1127
  • Last Login:April 15, 2015, 04:08:38 PM
  • Never Kill a Speedster
    • Email
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

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
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


sig made by shullbocka

Offline Captain Cold

  • Infinity Regular
  • ****
  • Posts: 1127
  • Last Login:April 15, 2015, 04:08:38 PM
  • Never Kill a Speedster
    • Email
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

  • Infinity Regular
  • ****
  • Posts: 1127
  • Last Login:April 15, 2015, 04:08:38 PM
  • Never Kill a Speedster
    • Email
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

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
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


sig made by shullbocka

Offline Captain Cold

  • Infinity Regular
  • ****
  • Posts: 1127
  • Last Login:April 15, 2015, 04:08:38 PM
  • Never Kill a Speedster
    • Email
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 :)

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

Virtual Bart Science Fair by Lord_Enemil
[June 15, 2024, 08:23:51 PM]


Classic VS : Cheng / Athena by ELECTRO
[June 13, 2024, 03:03:58 PM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by Uche_of_IMT
[June 10, 2024, 11:25:24 PM]


Street Fighter Spec Ops 2021 by O Ilusionista
[June 08, 2024, 01:36:06 PM]


Lasombra's IKEMEN Go Interactive Stages' WIP Topic and Releases by Lasombra Demon
[June 06, 2024, 07:34:10 PM]


Kirby the Dream Battle by O Ilusionista
[June 06, 2024, 01:04:12 PM]


Neo Geo Pocket by malevka2
[June 05, 2024, 10:53:57 AM]


[WIP] Pocket Dimensional Clash 2 by O Ilusionista
[June 03, 2024, 03:18:12 PM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[June 03, 2024, 03:13:51 PM]


Mega Man & Bass - Dynamo Man by Sir Rousseau by O Ilusionista
[June 03, 2024, 03:09:50 PM]

* IMT Calendar

June 2024
Sun Mon Tue Wed Thu Fri Sat
1
2 3 4 5 6 7 8
9 10 11 12 13 14 15
[16] 17 18 19 20 21 22
23 24 25 26 27 28 29
30

SimplePortal 2.3.5 © 2008-2012, SimplePortal