Transformation help?
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Robcat030 | Date: Monday, 2011-08-29, 7:39 PM | Message # 1 |
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| Hi. I am trying to reverse the transformation on my character, and i am unsure of wht coding i need.
This is the state tht transforms my character: Code [Statedef 1000] type = S movetype= A physics = C juggle = 7 poweradd= -100 ctrl = 0 anim = 1000
[State 1000, 1] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1
[State 1000, VarAdd] type = VarAdd trigger1 = animelem = 1 v = 1 value = 90 This is the changeanim tht i use to change my stand anim: Code [State 0, ChangeAnim] type = ChangeAnim triggerall = var(1) = 90 ; This means that you need to be in var 0 and has to be value 90 trigger1 = Anim != 10000 && Anim != 10005 ;Means that it doesent activate when you already is in anim 10000 or in anim 10005 trigger2 = Anim = 10005 && AnimTime = 0 value = 10000 Then i changed my -2 state to keep any innapropriate sprites from showing: Code [State -2] type = ChangeAnim trigger1 = Var(1) = 90 trigger1 = Anim < 10000 trigger1 = SelfAnimExist(Anim + 10000) value = Anim + 10000 This all worked, but i cannot change the variable back to default so tht my original stand anim is showed:( Any help would be appreciated.
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sgn_15 | Date: Tuesday, 2011-08-30, 7:02 AM | Message # 2 |
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| wait. i dont get it. why you need state -2??? when i code transformation, you have a statedef where you "switched on" a variable then changestate back to 0
then you need to edit your common1.cns and add all changeanims another set with additional trigger of your var for the transformations then you also add a "turned off" var trigger for your base form
you dont need to make new states, just new anims (at least for basic movements and damage/guard, etc) for attacks in new form, obviously new states are needed (unless its the same attacking pose) from the base form
for your problem, do you have common1.cns? just open it and look at changeanim per state. copy it then add a var trigger to both (1 for base form, 1 for new form)
that is how i code transformation, and i think its pretty practical
sorry i cant check mugen stuff irght now. dont have anyAdded (2011-08-30, 7:02 Am) --------------------------------------------- if you want to go back to first form, make a statedef (a move that can only be used while in 2nd form, i mean a trigger in cmd) that "turns off" that same var used for transformation
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Robcat030 | Date: Tuesday, 2011-08-30, 4:10 PM | Message # 3 |
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| State -2 says tht if you are in state 0, but state 10000 is displayed, then any other animation tht is 10000+ the original number is shown instead. This way i dont have to use a changeanim on every single state in my common. But for some reason it doesnt work when i change the variable back.
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sgn_15 | Date: Tuesday, 2011-08-30, 4:29 PM | Message # 4 |
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| ok ok now i understood. sorry
did you try another changeanim in state -2 (this time with -1000, instead of +1000 in anim number) with trigger being var(1) != 90 ?Added (2011-08-30, 4:29 PM) --------------------------------------------- i mean use your own idea just reverse the process
this i mean Quote (Robcat030) [State -2] type = ChangeAnim trigger1 = Var(1) = 90 trigger1 = Anim < 10000 trigger1 = SelfAnimExist(Anim + 10000) value = Anim + 10000
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Robcat030 | Date: Tuesday, 2011-08-30, 4:46 PM | Message # 5 |
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| Thanks that actually worked. I had to add a code to override the original -2 state. Then it reversed. thanks for the advice. I also have another problem. I cannot get my char to walk in his transformed state. i tried using a changeanim but maybe i used the wrong triggers or something? It was something like this: Code [State 20, ChangeAnim] type = ChangeAnim triggerall = var(1) = 90 triggerall = var(2) != 90 trigger1 = Animelem = 1 trigger2 = Anim = 10005 && AnimTime = 0 value = 10020 Hope im not too off topic.
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sgn_15 | Date: Tuesday, 2011-08-30, 4:55 PM | Message # 6 |
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| Quote (Robcat030) Hope im not too off topic. no dude youre free to ask, this is your thread anyways
well these are the codes from default common1.cns
Quote [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20
[State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21
so try changing those by adding a trigger of your var (for not transformed yet) Quote [State 20, 3] type = ChangeAnim triggerall = vel x > 0 triggerall = var(1) != 90 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20
[State 20, 4] type = ChangeAnim triggerall = vel x < 0 triggerall = var(1) != 90 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21
then for transformation walk Quote [State 20, 3] type = ChangeAnim triggerall = vel x > 0 triggerall = var(1) = 90 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 10020
[State 20, 4] type = ChangeAnim triggerall = vel x < 0 triggerall = var(1) = 90 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 10021
so you have 4 changeanims (the last 2 quotes of my post). try themAdded (2011-08-30, 4:55 PM) --------------------------------------------- and btw those 2 triggerall are contradicting each other Quote (Robcat030) [State 20, ChangeAnim] type = ChangeAnim triggerall = var(1) = 90 triggerall = var(2) != 90 trigger1 = Animelem = 1 trigger2 = Anim = 10005 && AnimTime = 0 value = 10020 maybe thats why it didnt worked
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Robcat030 | Date: Tuesday, 2011-08-30, 5:30 PM | Message # 7 |
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| So i took out the change anim tht i originally had, then added the triggers u decribed, and added the other changanims. But for some reason it only shows the first frame of the animation.
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sgn_15 | Date: Tuesday, 2011-08-30, 5:42 PM | Message # 8 |
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| wait. so its working for both 1st and 2nd form but only the first frame is shown for both? Added (2011-08-30, 5:42 PM) ---------------------------------------------
Quote (Robcat030) [State 20, ChangeAnim] type = ChangeAnim triggerall = var(1) = 90 triggerall = var(2) != 90 trigger1 = Animelem = 1 trigger2 = Anim = 10005 && AnimTime = 0 value = 10020 did you used that changeanim still and just changed the triggers (ones in orange)???
that animelem = 1 trigger might be the reason. since youre not using elem parameter of changeanim (or i mean you omitted it), it should use all frames in your walk anims (both forms)
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Robcat030 | Date: Tuesday, 2011-08-30, 5:46 PM | Message # 9 |
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| Sorry i should have been more clear. 1st form works fully. but when i switch to second form only the first walking frame shows. Added (2011-08-30, 5:46 PM) --------------------------------------------- And no i removed tht changeanim completely. Code [State 20, ChangeAnim] type = ChangeAnim triggerall = var(1) = 90 triggerall = var(2) != 90 trigger1 = Animelem = 1 trigger2 = Anim = 10005 && AnimTime = 0 value = 10020
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sgn_15 | Date: Tuesday, 2011-08-30, 5:50 PM | Message # 10 |
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| so can you post your codes you are using now? lets take a look at your codes again. the codes you have now
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Robcat030 | Date: Tuesday, 2011-08-30, 5:55 PM | Message # 11 |
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| This is the entire walking code in my common file Code [Statedef 20] type = S physics = S sprpriority = 0
[State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x)
[State 20, 2] type = VelSet trigger1 = command = "holdback" x = const(velocity.walk.back.x)
[State 20, 3] type = ChangeAnim Triggerall = vel x > 0 triggerall = var(1) != 90 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20
[State 20, 4] type = ChangeAnim Triggerall = vel x < 0 triggerall = var(1) != 90 trigger1 = Anim != 21 && Anim != 5 trigger2 = Animtime = 0 value = 21
[State 20, 3] type = ChangeAnim triggerall = vel x > 0 triggerall = var(1) = 90 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 10020
[State 20, 4] type = ChangeAnim triggerall = vel x < 0 triggerall = var(1) = 90 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 10021
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sgn_15 | Date: Tuesday, 2011-08-30, 6:10 PM | Message # 12 |
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| Quote [Statedef 20] type = S physics = S sprpriority = 0
[State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x)
[State 20, 2] type = VelSet trigger1 = command = "holdback" x = const(velocity.walk.back.x)
[State 20, 3] type = ChangeAnim Triggerall = vel x > 0 triggerall = var(1) != 90 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20
[State 20, 4] type = ChangeAnim Triggerall = vel x < 0 triggerall = var(1) != 90 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21
[State 20, 3] type = ChangeAnim triggerall = vel x > 0 triggerall = var(1) = 90 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 10020
[State 20, 4] type = ChangeAnim triggerall = vel x < 0 triggerall = var(1) = 90 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 10021
try it. the code in yellow is the one i changed.
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Robcat030 | Date: Tuesday, 2011-08-30, 6:44 PM | Message # 13 |
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| Still same results. This is definately a strange situation.
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sgn_15 | Date: Tuesday, 2011-08-30, 6:56 PM | Message # 14 |
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| dont give up, i have had more ridiculous problems in the past lol
ok i looked up my old coding files and this is how a transformation walk should look like
Quote ; Walk [Statedef 20] type = S physics = S sprpriority = 0
[State 20, 1] type = VelSet triggerall = var(10) = 0 trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x)
[State 20, 2] type = VelSet triggerall = var(10) = 0 trigger1 = command = "holdback" x = const(velocity.walk.back.x)
[State 20, 1] type = VelSet triggerall = var(10) = 1 trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x) + 1
[State 20, 2] type = VelSet triggerall = var(10) = 1 trigger1 = command = "holdback" x = const(velocity.walk.back.x) - 1
[State 20, 3] type = ChangeAnim triggerall = var(10) = 0 triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20
[State 20, 4] type = ChangeAnim triggerall = var(10) = 0 triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21
[State 20, 3] type = ChangeAnim triggerall = var(10) = 1 triggerall = vel x > 0 trigger1 = Anim != 1020 value = 1020
[State 20, 4] type = ChangeAnim triggerall = var(10) = 1 triggerall = vel x < 0 trigger1 = Anim != 1021 value = 1021
in this example, var(10) = 0 first form var(10) = 1 second form
20 and 21 = first form walk 1020 and 1021 = second form walk
its the same concept, just adjust your variables and var values and anim values, that should work now
reply to this thread again if its still not working or its working. im going to go now. cheers, dont give up. good luck
Message edited by sgn_15 - Tuesday, 2011-08-30, 6:58 PM |
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Robcat030 | Date: Tuesday, 2011-08-30, 7:05 PM | Message # 15 |
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| Allright well its still not working, but i appreciate all the help youve been giving me. Guess ill keep trying to figure this out.
Thanks again, Robcat
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