just wondering... is ANYONE working on this project? really dissapointed :/
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yaret
Argyone
6 posters
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Re: just wondering... is ANYONE working on this project? really dissapointed :/
Lol point proven. Its much harder to bug me so if he does and you starylt yelling at me writing essays, im just going to laugh at you. If he shares them im going to test them and look up a means to fix these issues. Then ill post them. Please i hope youve worked on athena XD. If not where are you getting these chars so i can find the athena you would have used.
Argyone: see what im talking about. You arent getting what you wish and infact you are just being trolled by means of taunting you. Seriously calm down, stop typing essays. This isnt school and you are obviously not educated in the ways of persuasion.
Infinite: thank you in advance, id really like to see whats instore with your edits. I appreciate you wanting to "share" lol
Argyone: see what im talking about. You arent getting what you wish and infact you are just being trolled by means of taunting you. Seriously calm down, stop typing essays. This isnt school and you are obviously not educated in the ways of persuasion.
Infinite: thank you in advance, id really like to see whats instore with your edits. I appreciate you wanting to "share" lol
XRagingxDemonX- User
- Posts : 203
Join date : 2011-11-29
Age : 29
Location : The Sun's Core
Re: just wondering... is ANYONE working on this project? really dissapointed :/
I have a question infinity, The juggles go into CMD in Low Kick, High Punch.... or go into CNS
in Light Punch, low punch...??
Where the juggles go?
in Light Punch, low punch...??
Where the juggles go?
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
I never said they were finished... I said I don't even play or test them so I don't know if they are finished... I said I don't plan on updating them even if they are not finished because i am not interested in them anymore. You don't have to lick ass, but thinking that I should give you anything if I don't want to give you something, is a flaw in your logic. + I'm mainly joking with you, stop being so sensitive. I was actually thinking about finding them and letting people have them.Argyone wrote:@raging : its not about letting someone drive your new bike its about saying : hey you see that! thats mine and you wont get it!
@infinite:![]()
its not about owe something to someone its about saying : hey i have much more in store but you wont get them!
there are many people who want this you tell us theyre already finished but you wont share..
THATS the point and nothing less
thats selfish and acting superior
you couldnt even get managed to write a few lines in your OWN forum about canceling a project.
first you open a forum, want the people to register ,announce a project and from one day to another you quit and someone like UZI has to get your job done and tell us youre quitting this after almost 6 months nothing heard or seen from you.
thats ridicoulus and showing your not that much adult like your acting you are.
mugen is FREE and we wanna have FUN and SHARE things and nobody should lick ass just for some chars of a 2D
fighting engine
would you prefer if i had told you : ohhww infinite youre sooo amazing, wanna cuddle? pls give me some unreleased chars ill do anything for u big master? nahhh ..i have a real life![]()
you really acting like a child and now im outta here.. good luck and all that![]()
Re: just wondering... is ANYONE working on this project? really dissapointed :/
If I were still making these today, I would probably use DivineWolf's Athena, back in the day I would of used Warusaki3's Athena, but I wouldn't recommend messing with Warusaki3's characters unless you absolutely know what you are doing.XRagingxDemonX wrote:Lol point proven. Its much harder to bug me so if he does and you starylt yelling at me writing essays, im just going to laugh at you. If he shares them im going to test them and look up a means to fix these issues. Then ill post them. Please i hope youve worked on athena XD. If not where are you getting these chars so i can find the athena you would have used.
Argyone: see what im talking about. You arent getting what you wish and infact you are just being trolled by means of taunting you. Seriously calm down, stop typing essays. This isnt school and you are obviously not educated in the ways of persuasion.
Infinite: thank you in advance, id really like to see whats instore with your edits. I appreciate you wanting to "share" lol
Re: just wondering... is ANYONE working on this project? really dissapointed :/
Do you mean combo strings/chains?yaret wrote:I have a question infinity, The juggles go into CMD in Low Kick, High Punch.... or go into CNS
in Light Punch, low punch...??
Where the juggles go?
Re: just wondering... is ANYONE working on this project? really dissapointed :/
Infinite wrote:If I were still making these today, I would probably use DivineWolf's Athena, back in the day I would of used Warusaki3's Athena, but I wouldn't recommend messing with Warusaki3's characters unless you absolutely know what you are doing.
Alright. Thanks. I already know a combo video to refer to. Hopefully uzigang does bison. If i can id bring back the boss bison from Alpha 3 and make him really cheap as an AI...
XRagingxDemonX- User
- Posts : 203
Join date : 2011-11-29
Age : 29
Location : The Sun's Core
Re: just wondering... is ANYONE working on this project? really dissapointed :/
Thanks infinite for suggesting mai as a template i've been meaning to ask you about that and I feel if your older style characters have become a bore then stick with what your doing my only beef is that of all the characters you released in this style you never released kim I know you've got em!!! lol just my two cents
arose87- Posts : 8
Join date : 2013-10-03
Re: just wondering... is ANYONE working on this project? really dissapointed :/
Thanks infinity. with your advice I could find the air combos :Din your kyo CNS 
I was looking for all the KYO CNS trigger about air combo :Dand I could find this
IT WAS trigger1 = time = 0, I putted in my kyo and it was perfect
Im using your code kyo to make my kyo, you told me I could.xD in mugenguild
---------------------------------------------------------------------------------------------------
I just have a problem with the close stronge punch, when I'm very close to the p2 the stronge punch doesn't want to work, I don't know what happened yet
I want it's launcher, I don't know exacly
if you want to see it, for helping me a little more.
;===========<CROUCHING HEAVY PUNCH>==========
[StateDef 420]
type = C
physics = C
moveType = A
anim = 420
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1
[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3) + 9 * (var(40) = 1)
channel = 0
[State 420, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1
[State 420, HitDef]
type = HitDef
trigger1 = time = 0
trigger2 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -1,-14
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -1,-14
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 67), var(36) := -88
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
forceStand = 1
[State 420, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 420
elem = 4
ignoreHitPause = 1
[State 420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I
[State 420, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1
------------------------------------------
[State -1, super jump]
type = ChangeState
value = 99999
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
; If you want to make a launcher you can use these
trigger2 = (stateno = 420) && (movehit) && (command = "holdup")

I was looking for all the KYO CNS trigger about air combo :Dand I could find this
IT WAS trigger1 = time = 0, I putted in my kyo and it was perfect

Im using your code kyo to make my kyo, you told me I could.xD in mugenguild

---------------------------------------------------------------------------------------------------
I just have a problem with the close stronge punch, when I'm very close to the p2 the stronge punch doesn't want to work, I don't know what happened yet
I want it's launcher, I don't know exacly
if you want to see it, for helping me a little more.
;===========<CROUCHING HEAVY PUNCH>==========
[StateDef 420]
type = C
physics = C
moveType = A
anim = 420
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1
[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3) + 9 * (var(40) = 1)
channel = 0
[State 420, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1
[State 420, HitDef]
type = HitDef
trigger1 = time = 0
trigger2 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -1,-14
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -1,-14
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 67), var(36) := -88
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
forceStand = 1
[State 420, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 420
elem = 4
ignoreHitPause = 1
[State 420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I
[State 420, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1
------------------------------------------
[State -1, super jump]
type = ChangeState
value = 99999
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
; If you want to make a launcher you can use these
trigger2 = (stateno = 420) && (movehit) && (command = "holdup")
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
You might want to make the hitbox/red clsn on Kyo bigger on Kyo's body.
Re: just wondering... is ANYONE working on this project? really dissapointed :/
before worked but now it doesn't want to work
Look when Im very close to the character doesn't work:
Look when Im very close to the character doesn't work:
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
What am I supposed to be seeing again?yaret wrote:before worked but now it doesn't want to work
Look when Im very close to the character doesn't work:
Re: just wondering... is ANYONE working on this project? really dissapointed :/
All this code talk and learning got me wanting to take a crack at it......my Eiji will live dammit!!! (Runs off laughing)
Koopa901- Contributor
- Posts : 35
Join date : 2012-09-06
Location : The Ghetto of The Mushroom Kingdom
Re: just wondering... is ANYONE working on this project? really dissapointed :/
is This infinity: hitbox/red clsn on Kyo bigger on Kyo's body? you mean this:

http://subefotos.com/ver/?40a358bb53c2bf958553aa90157bc4a1o.jpg
don't annoying Koopa901 you just have to see the code infinity and testing with a char you want to change like a infinity char and begin to ask your question.xD about the code.
Im editing rock by vyn and kyo with the infinity code, you can do the same.xD and we'll talk about infinity code

http://subefotos.com/ver/?40a358bb53c2bf958553aa90157bc4a1o.jpg
don't annoying Koopa901 you just have to see the code infinity and testing with a char you want to change like a infinity char and begin to ask your question.xD about the code.
Im editing rock by vyn and kyo with the infinity code, you can do the same.xD and we'll talk about infinity code
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
Isn't the launcher suppose to be state 420/his crouching HP?yaret wrote:is This infinity: hitbox/red clsn on Kyo bigger on Kyo's body? you mean this:
http://subefotos.com/ver/?40a358bb53c2bf958553aa90157bc4a1o.jpg
don't annoying Koopa901 you just have to see the code infinity and testing with a char you want to change like a infinity char and begin to ask your question.xD about the code.
Im editing rock by vyn and kyo with the infinity code, you can do the same.xD and we'll talk about infinity code
Re: just wondering... is ANYONE working on this project? really dissapointed :/
I have two: Crouching High Punch on the value 420.
I don't know what hapenning yet, both have trigger3 = ctrl
I don't know what it's the far Crouching High Punch or the close Crouching High punch, your code don't say
The Crouching High Punch works fine, close to the char, it doesn't work close Standing High Punch
I've been testing but I haven't been able to do the solution.
-------------------------------------
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = AILevel && numenemy&&roundstate=2&&StateType != A&&P2statetype != A&&P2statetype != L && random < (450 * (AIlevel ** 2 / 64.0))
trigger1 = (stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449])&& movehit
trigger1 = random < 600
trigger2 = p2bodydist x <= 40
trigger2 = STATENO=100
trigger3 = RANDOM<50
trigger3 = p2bodydist x <= 60
trigger3 = ctrl
--------------------------------------------------
;Crouching High Punch
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = !AILevel&&Roundstate=2&&statetype != A&&command = "holddown"&& command = "z"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,249])&& movecontact
trigger4 = (stateno = [400,419])&& movecontact
trigger5 = (stateno = [430,449])&& movecontact
trigger6 = stateno = [100,101]
I don't know what hapenning yet, both have trigger3 = ctrl
I don't know what it's the far Crouching High Punch or the close Crouching High punch, your code don't say
The Crouching High Punch works fine, close to the char, it doesn't work close Standing High Punch
I've been testing but I haven't been able to do the solution.
-------------------------------------
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = AILevel && numenemy&&roundstate=2&&StateType != A&&P2statetype != A&&P2statetype != L && random < (450 * (AIlevel ** 2 / 64.0))
trigger1 = (stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449])&& movehit
trigger1 = random < 600
trigger2 = p2bodydist x <= 40
trigger2 = STATENO=100
trigger3 = RANDOM<50
trigger3 = p2bodydist x <= 60
trigger3 = ctrl
--------------------------------------------------
;Crouching High Punch
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = !AILevel&&Roundstate=2&&statetype != A&&command = "holddown"&& command = "z"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,249])&& movecontact
trigger4 = (stateno = [400,419])&& movecontact
trigger5 = (stateno = [430,449])&& movecontact
trigger6 = stateno = [100,101]
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
They both are crouching HP, one is the AI and the other is for when you are controlling him. In the video you were doing STANDING attacks not crouching...yaret wrote:I have two: Crouching High Punch on the value 420.
I don't know what hapenning yet, both have trigger3 = ctrl
I don't know what it's the far Crouching High Punch or the close Crouching High punch, your code don't say
The Crouching High Punch works fine, close to the char, it doesn't work close Standing High Punch
I've been testing but I haven't been able to do the solution.
-------------------------------------
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = AILevel && numenemy&&roundstate=2&&StateType != A&&P2statetype != A&&P2statetype != L && random < (450 * (AIlevel ** 2 / 64.0))
trigger1 = (stateno = [210,219])|| (stateno = [240,249])||(stateno = [410,419])||(stateno = [440,449])&& movehit
trigger1 = random < 600
trigger2 = p2bodydist x <= 40
trigger2 = STATENO=100
trigger3 = RANDOM<50
trigger3 = p2bodydist x <= 60
trigger3 = ctrl
--------------------------------------------------
;Crouching High Punch
[State -1, Crouching High Punch]
type = ChangeState
value = 420
triggerall = !AILevel&&Roundstate=2&&statetype != A&&command = "holddown"&& command = "z"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,249])&& movecontact
trigger4 = (stateno = [400,419])&& movecontact
trigger5 = (stateno = [430,449])&& movecontact
trigger6 = stateno = [100,101]
Re: just wondering... is ANYONE working on this project? really dissapointed :/
This is the error in the first minutes
it happened when I traied to do a Crouching High Punch
it happened when I traied to do a Crouching High Punch
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
It says change to invalid state, meaning the state that you have in your CMD does not exist, you shoukd read the debug and see what state it is saying this about.
Re: just wondering... is ANYONE working on this project? really dissapointed :/
Okay thanks for your helping, Im trying to fix it.xD, when I tired trying fix it, I do to edit the another char Im editing.
When the debug happens
The debug says: actionid:12
The debug says: stateno:255
--------------------------------------
I have a another question, How could I fix a special or attack what you can't do in the air?
only stand, do you understand me?
I want to do this special in the air, after doing a combo,
1-I want to do this special in the air

2- I want to do these attacks in the air too
-----------------------------------

---------

Thanks for your help
Im editing this char with your code, this is my progress, I want to do what Im asking you in the air
When the debug happens
The debug says: actionid:12
The debug says: stateno:255
--------------------------------------
I have a another question, How could I fix a special or attack what you can't do in the air?
only stand, do you understand me?
I want to do this special in the air, after doing a combo,
1-I want to do this special in the air

2- I want to do these attacks in the air too
-----------------------------------

---------

Thanks for your help
Im editing this char with your code, this is my progress, I want to do what Im asking you in the air
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
That mean you have something in the CMD that is probably pointing to stateno=255, which doesn't exist. actionid usually mean animations.yaret wrote:Okay thanks for your helping, Im trying to fix it.xD, when I tired trying fix it, I do to edit the another char Im editing.
When the debug happens
The debug says: actionid:12
The debug says: stateno:255
the easiest way is copy in the CMD and change the stateno. also make the statetype=A in the CMD. then copy the statedef for that move, and change the stateno to what you changed it to in the CMD. change the type on the state to =A and the physics to =N. if there is a posset y=0 delete the posset. you may also want to redo the anims for the air version, so they don't look like they are standind on the ground when doing the air version of the move, the text editor in the anims is perfect for editing anims, just copy ad paste and renumber the anim.yaret wrote:
I have a another question, How could I fix a special or attack what you can't do in the air?
only stand, do you understand me?
I want to do this special in the air, after doing a combo,
1-I want to do this special in the air
Re: just wondering... is ANYONE working on this project? really dissapointed :/
I made it.xD
but when I do the attack in the air, rock stands long time in the air after finishing the attack what you can see on the video.
how could I do rock down faster after finishing his HEAVY HARD EDGE?
---------------------------------------------------------
Another problem is this:
for making rock does his HEAVY HARD EDGE in straight line I changed where says X was Y
everything worked fine.xD but with a problem with the axis X what you can see on the video,
How could I fix it?
------------------------
here the video
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
x = 0
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
x = 0
but when I do the attack in the air, rock stands long time in the air after finishing the attack what you can see on the video.
how could I do rock down faster after finishing his HEAVY HARD EDGE?
---------------------------------------------------------
Another problem is this:
for making rock does his HEAVY HARD EDGE in straight line I changed where says X was Y
everything worked fine.xD but with a problem with the axis X what you can see on the video,
How could I fix it?
------------------------
here the video
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
x = 0
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
x = 0
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
I found that in the attack you say: if there is a posset y=0 delete the posset.
but if I delete it, the character doesn't want to open
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
;y = 0 (I changed by x before was y)
x = 0
but if I delete it, the character doesn't want to open
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
;y = 0 (I changed by x before was y)
x = 0
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
get rid of the whole posset coding. also since it is a air attack you will need a landing state.yaret wrote:I found that in the attack you say: if there is a posset y=0 delete the posset.
but if I delete it, the character doesn't want to open
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
;y = 0 (I changed by x before was y)
x = 0
[State 1500, End];this should be the changestate for your air move
type=ChangeState
trigger1=pos y > -vel y
value=1510
;-------------------------------------------------------------------------
;Special Land
[Statedef 1510]
type = C
movetype = I
physics = C
anim = 1510;special landing animation
velset = 0, 0
[State 1510, PosSet];land on the ground
type = PosSet
trigger1 =1
y = 0
[State 1510, Landing Sound];landing sound
type = PlaySnd
trigger1 = !time
value = 52,0
[State 1510, Landing Dust Explod];landingfx
type = Explod
trigger1 = !time
anim = 8102
sprpriority = -3
postype = P1
pos = 0,2
scale = 0.65,0.65
pauseMovetime = -1
superMovetime = -1
ownPal = 1
[State 1510, End]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
Re: just wondering... is ANYONE working on this project? really dissapointed :/
The kyo problem was this
[State -1, Standing High Punch]
type = ChangeState
value = Ifelse(command="holdfwd",229,220+(5*(p2bodydist x<25)))
triggerall = !AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command = "z"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,249])&& movecontact
trigger4 = (stateno = [400,419])&& movecontact
trigger5 = (stateno = [430,449])&& movecontact
trigger6 = stateno = [100,101]
I had to change value of this: value = Ifelse(command="holdfwd",229,220)
I don't know why, but Kyo is ok now.
Link bellow the video:
I fixed the demage
[State -1, Standing High Punch]
type = ChangeState
value = Ifelse(command="holdfwd",229,220+(5*(p2bodydist x<25)))
triggerall = !AILevel&&Roundstate=2&&statetype != A&&command != "holddown"&& command = "z"
trigger1 = ctrl
trigger2 = (stateno = [200,219])&& movecontact
trigger3 = (stateno = [230,249])&& movecontact
trigger4 = (stateno = [400,419])&& movecontact
trigger5 = (stateno = [430,449])&& movecontact
trigger6 = stateno = [100,101]
I had to change value of this: value = Ifelse(command="holdfwd",229,220)
I don't know why, but Kyo is ok now.
Link bellow the video:
I fixed the demage
yaret- New User
- Posts : 42
Join date : 2013-12-16
Re: just wondering... is ANYONE working on this project? really dissapointed :/
infinite cold you tell me what I can eliminate the black background on your chars?
I cancelled these in the CNS
[State 3000, Black BG]
type = null;Explod
[State 6031, HyperBG]
type=null;helper
[State 368, black]
type = null;envcolor
trigger1 = animelemtime(2) >= 30 && animelemtime(3) < 0
time = 2
value = 0, 0, 0
[State 4001, black]
type = null;envcolor
trigger1 = animelemtime(2) >= 0 && animelemtime(17) < 0
time = 4
value = 0, 0, 0
I eliminated the animation and sprite 6035 but didn't work to fix the black background
But the black background is still showing when I do a special what else I need to fix. if you tell me I have several days trying. but I don't get it :S

I cancelled these in the CNS
[State 3000, Black BG]
type = null;Explod
[State 6031, HyperBG]
type=null;helper
[State 368, black]
type = null;envcolor
trigger1 = animelemtime(2) >= 30 && animelemtime(3) < 0
time = 2
value = 0, 0, 0
[State 4001, black]
type = null;envcolor
trigger1 = animelemtime(2) >= 0 && animelemtime(17) < 0
time = 4
value = 0, 0, 0
I eliminated the animation and sprite 6035 but didn't work to fix the black background
But the black background is still showing when I do a special what else I need to fix. if you tell me I have several days trying. but I don't get it :S

yaret- New User
- Posts : 42
Join date : 2013-12-16
Page 2 of 3 • 1, 2, 3

» INFINITE TAKUMA SAKAZAKI
» INFINITE'ish Morrigan
» Requests for SvK Project...
» M.U.G.E.N 100% Original Project WIP
» CUSTOM: Capcom Vs SNK Project (WIP)
» INFINITE'ish Morrigan
» Requests for SvK Project...
» M.U.G.E.N 100% Original Project WIP
» CUSTOM: Capcom Vs SNK Project (WIP)
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