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A running intro


DartzPie

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Aloha Mffa 

 

I have a question, when you make a character run in the arena/battlefield how you make it run to its initiated spot (P1/P2) to any stage.  I noticed this issue after I done it on a different stage where the character stops before it goes to the P1/P2 spot.

 

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Step 1)  Make the intro animation blank

Step 2)  Create a helper that uses an animation that is the player running (or moving however you want).  Said helper should be spawned by the edge of the screen.

Step 3)  Destroy the helper when it reaches (or exceeds) the player's location

Step 4) Change player animation when helper is destroyed

 

Example from my AbigailSF9189

 

;---------------------------------------------------------------------------
; Introduce Yourself
[statedef 191]
type = S
ctrl = 0
anim = 8001
velset = 0,0

[state 191, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[state 191, 2]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Intro"
ID = 190
pos = -320,0
postype = P1
stateno = 10190
facing = parent,facing

[state 191, 3]
type = ChangeAnim
trigger1 = time > 10
trigger1 = numhelper(190) = 0
value = 0

[state 191, 3]
type = ChangeState
trigger1 = numhelper(190) = 0
trigger2 = helper(190),parentdist x < 0
value = 0

;---------------------------------------------------------------------------
[statedef 10190]
type = S
ctrl = 0
anim = 100
velset = 4,0

[state 399, 2]
type = PlaySnd
channel = 0
trigger1 = AnimElem = 1
value = 0, 100

[state 10190, 3]
type = DestroySelf
trigger1 = parentdist x < 0

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;---------------------------------------------------------------------------

; Introduce Yourself

[statedef 191]

type = S

ctrl = 0

anim = 8001

velset = 0,0

[state 191, 1]

type = AssertSpecial

trigger1 = 1

flag = Intro

[state 191, 2]

type = Helper

trigger1 = time = 0

helpertype = normal

name = "Intro"

ID = 190

pos = -320,0

postype = P1

stateno = 10190

facing = parent,facing

[state 191, 3]

type = ChangeAnim

trigger1 = time > 10

trigger1 = numhelper(190) = 0

value = 0

[state 191, 3]

type = ChangeState

trigger1 = numhelper(190) = 0

trigger2 = helper(190),parentdist x < 0

value = 0

;---------------------------------------------------------------------------

[statedef 10190]

type = S

ctrl = 0

anim = 100

velset = 4,0

[state 399, 2]

type = PlaySnd

channel = 0

trigger1 = AnimElem = 1

value = 0, 100

[state 10190, 3]

type = DestroySelf

trigger1 = parentdist x < 0

 

Ok so the part in red is going to be for the empty animation? :o 

 

The Green part is for the animation that is going to be use/helper?

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Im kind of confused on this coding.... like what parts should I use... when I made a blank animation "9000" it still appears. 

 

;---------------------------------------------------------------------------
; Intro 1 pt1
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 4

[State 191, ] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Intro"
ID =  192
stateno = 192
pos = 1200,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 191, 0] 
type = ChangeAnim
trigger1 = time > 10
trigger1 = numhelper(192) = 0
value = 193

[State 191, 0] ;Change to stand state when done
type = ChangeState
trigger1 = numhelper(192) = 0
trigger2 = helper(192),parentdist x = 0
value = 193

;-------------------------------------------------
;intro 1 pt2 im here
[Statedef 192]
type = S
ctrl = 0
anim = 190
sprpriority = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -25
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 10
x = -15
y = 0
 
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 12
x = -18
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 13
x = -20
y = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6010
pos = 330,0
postype = p1 
facing = 1
vel = 0,0
accel = 0,0
pausemovetime = 0
scale = 1,1
sprpriority = 3
shadow = 255,255,255

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parentdist x > 0

;---------------------------------------------------------------------------
;intro pt3?
[Statedef 193]
type = S
ctrl = 0
anim = 193
sprpriority = 4

[State 191, ] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 6011
pos = 0,0
postype = p1 
facing = 1
vel = 0,0
accel = 0,0
pausemovetime = 0
scale = 1.03,1.03
sprpriority = 5
shadow = 0,0,0
removetime = 58

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 6012
pos = 0,0
postype = p1 
facing = 1
vel = 0,0
accel = 0,0
pausemovetime = 0
scale = 1.03,1.03
sprpriority = 5
shadow = 0,0,0
removetime = 75

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0
value = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =0 

 

note I dont have it as that currently but. im not sure where to concentrate, still learning through docs.

 

;-------

edit 

I think I got it now, Ty for your help ^_^

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