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Everything posted by vgma2
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Jesus christ who cares. You're so deluded that all of this matters.
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That reminds me of something. I wish Mugen had a predefined variable that returns the number of rounds needed to win the match. Really annoyed me when I learned Mugen had no way to detect that.
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Can't recall off the top of my head if there's a sctrl, or a HitDef property that does this. (HitDefs have a down.bounce parameter, but I'm not sure if that achieves the effect you're looking for.) If there's no sctrl or HitDef property for that, you could try forcing your target into a custom state.
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Complaints about ads on Mediafire? Since when did ad blockers stop working on Mediafire?
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This uh, might be a dumb question but... You're defining Quick Punches before your ChangeState, correct?
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Any specific error message when Mugen crashes? Or does it just close without error?
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Maybe you could use a ChangeState to put him into a fall state sometime while in State 6077. http://www.elecbyte.com/mugendocs/sctrls.html#changestate
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I'd like to have more than 60 vars and 40 floats. I'm always too worried about wasting vars, and running out of them.
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Single Arcade Order Showing up For Both Arcade and Team Arcade
vgma2 replied to kn1gh7's question in [ MUGEN CODING HELP ]
It's a Mugen limitation. No workaround that I'm aware of. -
Regarding download links from a certain Mugen warehouse
vgma2 replied to RicePigeon's topic in [ STAFF HQ ]
I honestly didn't think this could escalate too much further, but wow. What the fuck -
Yeah, the chances of desync are pretty high actually. :/ I haven't done this before on my life bars, but I've seen one that does something similar. I figured out how they pulled it off once the sound desynced. Checking the .snd confirmed it.
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1. If you want the sound effect to play after the character wins the round, you could maybe edit the "KO" sound to include the icon sound. Have it play a few seconds after the "KO". However this will mess up if your characters don't transition to RoundState = 4 immediately. 2. I don't think you can do anything for draw games, but again, you can edit the "Double KO" sound effect to play another sound after a few seconds.
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Override the Lie Dead state (I forget which number that is) Use ChangeAnim with trigger = MatchOver and trigger = Lose
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In State 5900, send your character into their intro state with the triggers RoundNo > 1 and RoundsExisted = 0 This is assuming you have a specific intro that only activates in team mode. If you just want the character to use any of their intros, then simply RoundsExisted = 0 is a sufficient trigger.
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How Do I Convert A 1.1 Character To A 1.0 Character?
vgma2 replied to NijikakuFan61's question in [ MUGEN CODING HELP ]
There is no simple solution. Make sure that the .sff can be read by 1.0, (I think 16 bit, compared to 1.1's 32 bit) Find all instances of 1.1 only code, and replace it with code that works in 1.0 and performs identical behavior to the one you replaced. I'd imagine depending on the code used, this can either be rather simple or a living nightmare. -
Something is wrong with Donald5.act Possible explanations could be that the file is corrupted or just outright missing. The quickest fix is listed in the post above mine.
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Does anyone know what might be causing this?
vgma2 replied to Azul Crescent's question in [ MUGEN CODING HELP ]
Helpers are bugging out. You can narrow down which helpers are having problems if you check your debug messages. -
How to make character stay in a mode?
vgma2 replied to MLG NOSCOPE DUANE's question in [ MUGEN CODING HELP ]
Look into the character's code, check for any instance of "VarSet" or "VarAdd" or whatever that is triggered by "PalNo = whatever". (It will most likely be some number(s) from 7-12) Add a new VarSet in the character's -2 states using trigger = 1. Make sure the variable and value are the same as the one you found. -
Help, my Character doesnt have a PORTRAIT in the ROSTER
vgma2 replied to Asef Hassan Amiz's topic in [ MUGEN LOUNGE ]
You need to manually add the 9000,1 sprite to the character's .sff file. You can do this using a combination of FF and any image editing program. Depending on the character's .sff version, you may or may not need to index your image before you add it into the .sff. -
Winane's AI method is obsolete in 1.0. You can use the "AILevel" trigger.
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Can someone explain me the sound part?
vgma2 replied to REBirthedDark96's question in [ MUGEN CODING HELP ]
You can use an audio recording program such as Audacity to record sound coming from the output of your sound device. Check your recording devices to see if you have hardware that allows you to record from your speakers. (such as Stereo Mix) Don't bother using a mic to record audio from your computer. The quality will be bad. -
Mugen 1.1b1 doesn't detect any order above 3
vgma2 replied to A person's question in [ MUGEN CODING HELP ]
Correct. This is a problem that also persists in Mugen 1.0 and WinMugen in the same manner. It is not a problem exclusive to 1.1 -
In regards to the AI activating randomly, isn't that accurate to source? To quote something someone else said, the gimmick with Koishi is that she sees your move inputs as "suggestions" rather than "commands".
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This is my first time releasing something on MFFA. No idea if this goes here, but anyways... This is a voice patch for Alexei's Randy. It gives him his voice from his original game "Guardian Heroes". In order for this voice patch to be used... You must overwrite the snd file You must modify the -3 statedef You can get Randy on Alexei's site. Further instructions are inside PATCH.txt Mediafire Download Preview: https://www.youtube.com/watch?v=ps0r3WXO6ds
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Maybe you could instead use a variable that counts the number of times you've entered the state?