Helper Code
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Leo116 | Date: Monday, 2012-05-28, 2:55 PM | Message # 1 |
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| Here is the code :
Code [StateDef 1807] type = S movetype = A physics = S juggle = 0 anim = 1807 ctrl = 0
[State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nobardisplay flag2 = unguardable
[State 1807, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 40 anim = S998 pos = 5,45 darken = 1 p2defmul = 0 poweradd = 0 unhittable = 1 ;ignorehitpause = ;persistent =
[State 1807, Helper] type = Helper trigger1 = animelem = 1 ID = 1808 pos = 12,43 postype = p1 stateno = 1808 helpertype = normal name = "Fire Dragon" keyctrl = 0 ownpal = 1 scale = 1,1 supermovetime = 1
[State 1807, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
[StateDef 1808] type = S movetype= A physics = S juggle = 1 velset = 10,0 ctrl = 0 anim = 1808 poweradd = -1500 sprpriority = 2
[State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nokoslow
[State 1808, Explod] type = Explod trigger1 = movehit anim = 1410 ID = 1410 pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20 random = 20,40 vel = 1,-2 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 supermove pausemove scale = .5,.5 sprpriority = 1 ontop = 1 ownpal = 1
[State 1808, HitDef] type = HitDef trigger1 = time%2 attr = S, NA damage = 13 animtype = heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2, 20 sparkno = s35 sparkxy = -5, -30 hitsound = 2,0 guardsound = 2,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 p2stateno = 603 palfx.time = 20 palfx.mul = 255,255,255 palfx.add = 200,75,0 palfx.sinadd = 150,100,50,5
[State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = unguardable
[State 0, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0
Can anyone tell me that why my helper (fire ball) is not moving.
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BladeStorm_X | Date: Monday, 2012-05-28, 2:58 PM | Message # 2 |
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| Because you need to add a velset add this in the helper state:
[State 0, VelSet] type = VelSet trigger1 = 1 x = 3 ;<---------- Change it to whatever you want y = 0 ;<------------Change this if you want it to go upward
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tora2 | Date: Monday, 2012-05-28, 2:59 PM | Message # 3 |
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| edit beat me to it rofl.
Xeno: It's like putting the number one in my alphabet soup, it's criminal.
Message edited by tora2 - Monday, 2012-05-28, 3:00 PM |
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Leo116 | Date: Monday, 2012-05-28, 4:02 PM | Message # 4 |
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| Quote (BladeStorm_X) Because you need to add a velset add this in the helper state:
[State 0, VelSet] type = VelSet trigger1 = 1 x = 3 ;<---------- Change it to whatever you want y = 0 ;<------------Change this if you want it to go upward
Thanks Can you help me with this code also:
Code [StateDef 1807] type = S movetype = A physics = S juggle = 0 anim = 1807 ctrl = 0
[State 1807, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 40 anim = S998 pos = 5,45 darken = 1 p2defmul = 0 poweradd = 0 unhittable = 1 ;ignorehitpause = ;persistent =
[State 1807, Helper] type = Helper trigger1 = time =20 ID = 1808 pos = 136,23 postype = p1 stateno = 1808 helpertype = normal name = "Fire Dragon" keyctrl = 0 ownpal = 1 supermovetime = 1 size.shadowoffset=1000000 size.xscale=1 size.yscale=1
[State 1807, end] type = ChangeState trigger1 = Time = 160 value = 0 ctrl = 1
[StateDef 1808] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1808 poweradd = -1000 sprpriority = 2
[State 0, AssertSpecial] type = AssertSpecial trigger1 =1 flag = unguardable
[State 0, VelSet] type = VelSet trigger1 =1 x = 4 y = 0 ;ignorehitpause = ;persistent =
[State 1808, Explod] type = Explod trigger1 = movehit anim = 1410 ID = 1410 pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20 random = 20,40 vel = 1,-2 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 supermove pausemove scale = .5,.5 sprpriority = 1 ontop = 1 ownpal = 1
[State 1808, 1] type = HitDef trigger1 =time=0 attr = S, NA damage = 50 getpower=0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 50 sparkno = -1 sparkxy = -10, -76 hitsound = -1, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0 air.hittime = 12 fall = 1 palfx.time = 40 palfx.add = 240,50,0 palfx.mul = 250,224,120 palfx.sinadd = 110,55,85,10
[State 1808, end] type = destroyself trigger1 = Time = 160 value = 0 ctrl = 1
My player releases the fire dragon but he doesn't stop his hands from moving. Can you tell me how to stop his hands??
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Quote (tora2) edit beat me to it rofl.
What do you mean??
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sgn_15 | Date: Monday, 2012-05-28, 4:05 PM | Message # 5 |
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| Quote (Leo116) My player releases the fire dragon but he doesn't stop his hands from moving. Can you tell me how to stop his hands?? what do you mean by "stop his hands" ???
Quote (Leo116) What do you mean?? he (and I) was going to say the same thing (velset) to you, bladestorm was faster in posting
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Leo116 | Date: Monday, 2012-05-28, 4:06 PM | Message # 6 |
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| Quote (sgn_15) what do you mean by "stop his hands" ???
The anim when player releases the jutsu is repeating again and again...
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sgn_15 | Date: Monday, 2012-05-28, 4:11 PM | Message # 7 |
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| Quote (Leo116) The anim when player releases the jutsu is repeating again and again... Quote (Leo116) [State 1807, end] type = ChangeState trigger1 = Time = 160 value = 0 ctrl = 1 change trigger to animtime = 0
time is a trigger that refers to time of the state. time will work even if the states does not use any anim. in this case, you have an anim, but the total duration is less than 160, so it has to repeat the animation and will only end when the total time is 160
also, you have used some constants in other parts of your codes, you know those?
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Leo116 | Date: Monday, 2012-05-28, 4:20 PM | Message # 8 |
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| Quote (sgn_15) change trigger to animtime = 0
Now the superpause appears and there is nothing appearing after that.
Quote (sgn_15) also, you have used some constants in other parts of your codes, you know those?
Can you specify them?
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sgn_15 | Date: Monday, 2012-05-28, 4:24 PM | Message # 9 |
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| Quote (Leo116) Now the superpause appears and there is nothing appearing after that. add these 2 lines to the helper state controller
supermovetime = 999999999999 pausemovetime = 999999999999
those 2 lines enable the helper to be summoned during the superpause
if you want you (char or helper, whoever is calling the superpause) to move during the superpause, add this to superpause
movetime = ####
replace #### with number of ticks you want to move during the superpause
Quote (Leo116) Can you specify them? Quote (Leo116) size.shadowoffset=1000000 Quote (Leo116) pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20
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Leo116 | Date: Monday, 2012-05-28, 4:28 PM | Message # 10 |
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| Quote (sgn_15) add these 2 lines to the helper state controller
supermovetime = 999999999999 pausemovetime = 999999999999
Not Working.. Nothing Appearing
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sgn_15 | Date: Monday, 2012-05-28, 4:30 PM | Message # 11 |
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| Quote (Leo116) Not Working.. Nothing Appearing hmmm. what is supposed to appear? the helper, right?
did you removed this line in your initial codes? Quote (Leo116) supermovetime = 1
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Leo116 | Date: Monday, 2012-05-28, 6:52 PM | Message # 12 |
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| Quote (sgn_15) did you removed this line in your initial codes?
Yeah.Added (2012-05-28, 6:52 PM) ---------------------------------------------
Quote (sgn_15) size.shadowoffset=1000000
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20
Can you explain those I just copied them from a character. I know that the first one is for shadow of the helper and the second one is the position of the explod on the enemy.
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tora2 | Date: Tuesday, 2012-05-29, 1:30 AM | Message # 13 |
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| basically when you sent me to this thread, i was about to tell you how to solve your problem but blade told you before me so he beat me to it lol.
Xeno: It's like putting the number one in my alphabet soup, it's criminal.
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sgn_15 | Date: Tuesday, 2012-05-29, 6:58 AM | Message # 14 |
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| if it is still not working, post your codes again as they are now Quote (Leo116) Can you explain those I just copied them from a character. I know that the first one is for shadow of the helper and the second one is the position of the explod on the enemy. hmmmm
i will explain this (enemynear,const(size.mid.pos.x)
first size.mid.pos.x can be seen in your [Size] in your CNS, the .x means you are only getting the x value, and .y means only the y value
const means constant.
enemynear is for trigger redirection. it means it is from the POINT OF VIEW of the enemy near to you (this is a failsafe situation when you have 2 enemies in team mode).
so it means: it is a constant from the enemy's cns file, from the enemy's [Size] in its own cns. and you are getting those values, and placing the explod effect on the position stated by those same values
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BladeStorm_X | Date: Tuesday, 2012-05-29, 10:03 AM | Message # 15 |
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| Code [StateDef 1807] type = S movetype = A physics = S juggle = 0 anim = 1807 ctrl = 0
[State 1807, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 40 anim = S998 pos = 5,45 darken = 1 p2defmul = 0 poweradd = 0 unhittable = 1 ;ignorehitpause = ;persistent =
[State 1807, Helper] type = Helper trigger1 = time =20 ID = 1808 pos = 136,23 postype = p1 stateno = 1808 helpertype = normal name = "Fire Dragon" keyctrl = 0 ownpal = 1 supermovetime = 1 size.shadowoffset=1000000 size.xscale=1 size.yscale=1
[State 1807, end] type = ChangeState trigger1 = Time = 160 value = 0 ctrl = 1
[StateDef 1808] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1808 poweradd = -1000 sprpriority = 2
[State 0, AssertSpecial] type = AssertSpecial trigger1 =1 flag = unguardable
[State 0, VelSet] type = VelSet trigger1 =1 x = 4 y = 0 ;ignorehitpause = ;persistent =
[State 1808, Explod] type = Explod trigger1 = movehit anim = 1410 ID = 1410 pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20 random = 20,40 vel = 1,-2 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 supermove pausemove scale = .5,.5 sprpriority = 1 ontop = 1 ownpal = 1
[State 1808, 1] type = HitDef trigger1 =time=0 attr = S, NA damage = 50 getpower=0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 50 sparkno = -1 sparkxy = -10, -76 hitsound = -1, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = 0 air.hittime = 12 fall = 1 palfx.time = 40 palfx.add = 240,50,0 palfx.mul = 250,224,120 palfx.sinadd = 110,55,85,10
[State 1808, end] type = destroyself trigger1 = Time = 160 value = 0 ctrl = 1
Apart from what you originally posted if you want to keep the hands from moving all you have to do is, Go to animation 1807 and on the last frame just check the box that says "Loop Start - Start a Loop in this frame" and that should keep his hands from moving.
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