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Sweets

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  1. i wanted my projectile to do damage over time when it hits. Its a poison arrow attack i tried coding it after reading up on it but no dice.
  2. this is the code i use to stop all blocking. 1.first you have to add a common1 from a kong fu man folder to your char folder, just drag and drop. 2.in common1 paste this code anywhere ;------------------------------------------------------------ [State -3, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = nocrouchguard flag2 = noairguard ignorehitpause = 1 persistent = 1 ;--------------------------------------------------------- 3. i found that it is not 100 perfect unless u change all the attacks movetypes to H found on all the hitdefs movetype=H 4. and all the projectiles have to be helper codes with movetype=H or esle the char still blocks 5.its done no blocking if someone finds a better let me know
  3. I've added transformation codeing for standing state and walking state and it works. I don't know we're to add it in the jumping states to make it work can I see anyone's coding. Thanks for helping use noobs ;--------------------------------------------------------------------------- ; Jump Up [Statedef 50] type = A physics = A [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 [State 50, 2] type = ChangeAnim trigger1 = Time = 0 value = ifelse((vel x)=0,41,ifelse((vel x)>0, 42, 43)) [State 50, 3] type = ChangeAnim trigger1 = Vel y > Const720p(-8) trigger1 = SelfAnimExist(anim + 3) trigger1 = anim >=41 && anim <= 43 persistent = 0 value = Anim + 3 ;--------------------------------------------------------------------------- Im coding tranfromation in this stlye for example value = ifelse(var(10)=0,20,30)
  4. And add any sounds you want there to
  5. How I would do that is by using fighter factory. Add on the win pose states what ever pictures u want to add when he wins.
  6. were could look to learn how to rip sounds from a game? I might use a game recorder as a last resort.
  7. thanks bro I wanted to get sounds from digimon battle spirit but I cant find any website that has them. I made exact replicas of the chars and I would really like to get the sounds to make them perfact is there a way to get those hit sounds?
  8. I'm done with my two char there really good I just need to add sounds. my question is what program do I use to change my mp3 sounds so they can be used in mugen?
  9. Do you have the fighter factory program? you will need it to do this.
  10. HI, I'm coding my characters punches and kicks and they work fine. Then i had an idea. i wanted my characters punch attack to cause the enemy to knock up instead of knocking back. Is there a clean way to do this i want it to look nice. The reason why i want the enemy to knock up is because its a good way to start a combo
  11. Do you have fighter factory program? Your ganna need it to do this. Ill tell you how if you do have it.
  12. srry but I guess it didn't work. I wanted the animation to be on top of the target even if the target walks or jumps or flys away you know binding it no matter what.
  13. haha well ill be dammed it worked you are a genius. I added the bindtotarget on the exploding state and it works like a miracle. how could I get the target to move back because the ground.velocity doest effect him anymore.
  14. hey friends I used a helper code as a projectile and I wanted to add an animation to the enemy char when it gets hurt by the projectile. I wanted the animation to stick on the enemy even if he gets pushed back or falls. How could I code something like this. heres what I got so far. my char animation [statedef 220] type = a movetype= a physics = n ctrl = 0 anim = 220 sprpriority = 1 [State 500, 1] type = Helper trigger1 =animelem= 14 stateno = 229 pos = 10,-28 postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 [state 220, 2] type = playsnd trigger1 = time = 2 value = 0,4 [state 220, 3] type = changestate trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;my actual helper [statedef 229] type = a movetype= A physics = n ctrl = 0 anim = 230 ;this is the projectile animetion sprpriority = 2 velset = 1.8,-.08 [State hitdef] type = HitDef trigger1 = time=0 attr = S, NP hitflag = maf animtype = Medium damage = 30,0 guardflag = MA pausetime = 1,15 sparkno = s1 hitsound = s5,2 guardsound = s6,0 ground.type = high ground.slidetime = 15 ground.hittime = 15 ground.velocity = -2.7,-3 air.velocity = -4,3 [State 229, 3] type = ChangeState trigger1 = movecontact trigger2 = vel y > 0 trigger2 = pos y > -vel y value = 223 ;------------------------------------------------- ;my exploding animation [statedef 223] type = A movetype= A physics = n anim =300 ctrl = 0 sprpriority = 2 velset = 0,0 [state safe pos ground] type = posset trigger1 = !time trigger1 = pos y > 0 y = 0 [State end] type = DestroySelf trigger1 = !animtime
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