mugen chars, rare characters
Mugen | CHAT | button mashing ?!? - Forum | Registration | Login
[New messages · Members · Forum rules · Search · RSS ]
  • Page 1 of 1
  • 1
button mashing ?!?
KlausDate: Saturday, 2011-10-22, 0:14 AM | Message # 1
Baby
Group: Users
Messages: 4
Awards: 0
Reputation: 0
Reproofs: 0%
Status: Offline
Hello my name is Klaus xD and came from germany (so my english is ..... not perfect ^^)
i want to apologise if this question already ask but
can somebody tell me (or give me the link ) how i make different combo's on one button ?

example :
punch 1 / button 1
punch 2 / button 1
punch 3 / button 1

it would really nice if somebody help me thanks ^^


Message edited by Klaus - Saturday, 2011-10-22, 0:15 AM
 
sgn_15Date: Saturday, 2011-10-22, 3:57 AM | Message # 2
God
Group: contributor
Messages: 2518
Awards: 4
Reputation: 31
Reproofs: 0%
Status: Offline
in cmd

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

[State -1]
type = ChangeState
value = 251
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = time >= 15 && stateno = 250 && movecontact

just make another statedef in cns called 251 like statedef 250

Added (2011-10-22, 3:57 Am)
---------------------------------------------
and adjust the time according to your char.
movecontact means the first attack has to contact (guard or hit) enemy before you can use the next part of combo


 
KlausDate: Saturday, 2011-10-22, 7:08 PM | Message # 3
Baby
Group: Users
Messages: 4
Awards: 0
Reputation: 0
Reproofs: 0%
Status: Offline
thanks for your help biggrin
but it doesn't work .... did i make something wrong in my statedef ??

[StateDef 250]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 300
poweradd = 20
sprpriority = 2

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 35
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Statedef 251 is pretty the same ^^
 
sgn_15Date: Sunday, 2011-10-23, 9:43 AM | Message # 4
God
Group: contributor
Messages: 2518
Awards: 4
Reputation: 31
Reproofs: 0%
Status: Offline
then adjust the cmd codes to 250 and 251 and also the time

time > ## means you can use the second attack of combo when time is AT LEAST # ticks has passed and you are in the first attack of the combo


 
KlausDate: Monday, 2011-10-24, 1:06 AM | Message # 5
Baby
Group: Users
Messages: 4
Awards: 0
Reputation: 0
Reproofs: 0%
Status: Offline
thanks i understand it ^^
 
  • Page 1 of 1
  • 1
Search:

Copyright MyCorp © 2025 Create a free website with uCoz