sng_15 Explain it
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KIX | Date: Monday, 2012-06-11, 6:40 PM | Message # 16 |
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| Quote (Omegaxis12) KIX, i think ur really an arrogant with what you said, u should not make fun of a person because you know his mistake, even i, a newbie laughed at some of your post which can be answered with common sense (though i post some because i'm a newbie) Im Not Criticizing anyone im telling her something that only she would get
Quote (spritekeyfinder) SUPERPAUSE Ummm This Is Not Your Code But A Super Pause Looks Like This
[StateDef 210] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 210 poweradd = 20 sprpriority = 2
[State 210, 1] type = HitDef trigger1 = AnimElem = 7 trigger2 = AnimElem = 8 trigger3 = AnimElem = 9 attr = S, NA damage = 70 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 fall = 3
[State 210, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
[State 0, VelSet] type = VelSet trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 x = 20 y = 0
[State 0, SuperPause] type = SuperPause trigger1 = 1 time = 30 anim = 210 sound = S10,0 pos = 0,0 move = 7 movetime = 3 darken = 1 p2defmul = 1 poweradd = -1000 unhittable = 1
http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
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spritekeyfinder | Date: Monday, 2012-06-11, 6:44 PM | Message # 17 |
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| Quote (KIX) [StateDef 210] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 210 poweradd = 20 sprpriority = 2
[State 210, 1] type = HitDef trigger1 = AnimElem = 7 trigger2 = AnimElem = 8 trigger3 = AnimElem = 9 attr = S, NA damage = 70 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 fall = 3
[State 210, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
[State 0, VelSet] type = VelSet trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 x = 20 y = 0
[State 0, SuperPause] type = SuperPause trigger1 = 1 time = 30 anim = 210 sound = S10,0 pos = 0,0 move = 7 movetime = 3 darken = 1 p2defmul = 1 poweradd = -1000 unhittable = 1 HELP!?.......ERROR ERROR ERROR............ (system shudown) Sng explain it or how ??
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KIX | Date: Monday, 2012-06-11, 6:45 PM | Message # 18 |
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| And This Is What You Get
http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
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Omegaxis12 | Date: Monday, 2012-06-11, 6:46 PM | Message # 19 |
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| Quote (KIX) [State 0, SuperPause] type = SuperPause trigger1 = 1 time = 30 anim = 210 sound = S10,0 pos = 0,0 move = 7 movetime = 3 darken = 1 p2defmul = 1 poweradd = -1000 unhittable = 1
KIX LOL why would you put 1 as a trigger it will be nonestop
and btw, you said he is a dummy so you're offending him and another thing HE IS A HE NOT SHE
for spritekeyfinder, put in the trigger the time or the animelem you want the superpause to activate
Message edited by Omegaxis12 - Monday, 2012-06-11, 6:50 PM |
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sgn_15 | Date: Monday, 2012-06-11, 6:46 PM | Message # 20 |
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| [State 0, SuperPause] type = SuperPause trigger1 = Time = 0 time = 100 anim = 2000 sound = S10,0 pos = 0,0 move = 0 movetime = 0 darken = 1 p2defmul = 0 poweradd = 0 unhittable = 1
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KIX | Date: Monday, 2012-06-11, 6:50 PM | Message # 21 |
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| Listen Skf Trust Me I Never Understood what sgn use to tell me Then I Listend to him and started reading the docs so read this ====================
SuperPause
Freezes the gameplay and darkens the screen. While each player is frozen, no time passes for them. Use for a dramatic pause during the start of hyper attacks.
Required parameters: none Optional parameters:
SuperPause accepts all optional parameters that the Pause controller does. In addition, SuperPause also takes the following parameters:
time = pause_time (int) Specifies the number of ticks that the pause should last. Default is 30 ticks (half a second at default speed). anim = anim_no (int) Specifies the animation number (from fightfx.air) to play during the SuperPause. The default is 30, which is a charging effect. If anim is -1, no animation will be played. If you prepend "S" to anim_no, the animation used will be from the player's AIR file. For example, anim = S10. sound = snd_grp, snd_no (int, int) Specifies a sound to play (from common.snd) during SuperPause. The default is -1, which means no sound is played. If you prepend "S" to snd_grp, then the sound used will be from the player's own SND file. For example, sound = S10,0. pos = x_pos, y_pos (float) Specifies the offset (from the player axis) at which the super anim is to be displayed. Defaults to 0,0. darken = bvalue (boolean) If this is 1, the screen will darken during the SuperPause. Set this to 0 to disable this effect. The default value is 1. p2defmul = def_mul (float) This is the amount in which to temporarily multiply the defence of any targets the player has. This is used to make chaining into supers less damaging. Setting this at 1 will make no changes to the targets' defence. 0 is a special value that will set the defence to the number set in Super.TargetDefenceMul in the [Rules] section of mugen.cfg. The default value is 0. Valid values are all positive numbers, including zero. poweradd = value (int) This is the amount to add to the player's power. Defaults to 0. unhittable = bvalue (boolean) If set to 1, the player cannot be hit during the SuperPause. Set to 0 to disable this. Defaults to 1.
Notes: If the Pause controller was previously executed, and the action is still paused, executing a SuperPause will preempt the Pause controller's effects. During the SuperPause, the time left until the Pause controller's effects expires will not count down. Example: none
Just Read The Doc It Explains Well I Guess
http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
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spritekeyfinder | Date: Monday, 2012-06-11, 7:00 PM | Message # 22 |
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| Gah
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KIX | Date: Monday, 2012-06-11, 7:01 PM | Message # 23 |
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| Quote (spritekeyfinder) Gah Trust Me This Will Help Me
http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
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spritekeyfinder | Date: Monday, 2012-06-11, 7:08 PM | Message # 24 |
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| I was just asking the code for the attack IDIOT Added (2012-06-11, 7:08 PM) --------------------------------------------- And Done I don't see any attack GOtta add somthing i CMD but how?
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KIX | Date: Monday, 2012-06-11, 7:31 PM | Message # 25 |
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| Quote (spritekeyfinder) And Done I don't see any attack GOtta add somthing i CMD but how? I Told You How on the Proj Tut Remember press the keyboardish logo and then add the down a or anything then again highlight it and name it just see the proj tut ull get about making controls on move
http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
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lol-sama | Date: Monday, 2012-06-11, 9:21 PM | Message # 26 |
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| 1)sfk don't listen kix 2)you forgot the time in your superpause 3)why has your superpause the same anim as the move anim? 4)you want to make your superpause appear when the move is finished
superpause is like a pause that will stop the game for a amount of time (time = ...) but this is a special type of pause where you can make appear a effect(anim= ...) remember to put "s" before the number of the animation( example : s9999) and a sound (sound = ...) also you can use darken = 1 to make the sreendbecome darker)
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sgn_15 | Date: Monday, 2012-06-11, 9:36 PM | Message # 27 |
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| why has the fucking discussion turned from superpause to explod and now to attack and cmd ?
how the fuck is a superpause or explod going to do damage? Quote (lol-sama) 1)sfk don't listen kix kox did tell her to read the docs. i already corrected the bullshit kox said
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tora2 | Date: Tuesday, 2012-06-12, 3:09 AM | Message # 28 |
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| I loled at this thread hard that was just funny. all a super pause does is pause the game for a short time if you set it to 1 it will never end ROFL thats the dumbest thing I have ever heard.
Xeno: It's like putting the number one in my alphabet soup, it's criminal.
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BladeStorm_X | Date: Tuesday, 2012-06-12, 2:56 PM | Message # 29 |
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| Quote (spritekeyfinder) And Done I don't see any attack GOtta add somthing i CMD but how?
If you want the player to attack you need to code a hitdef.
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