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milkandcerealfromyt

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Posts posted by milkandcerealfromyt

  1. I have a character and it has a move and it's supposed to change its state to another state. But it won't work. it'll only work if its trigger is Time = 0. there were some hyper portraits so i deleted those and see if they could work. They still don't. The trigger is Time = 141.

     

    [Statedef 3200]

    type = S

    movetype = A

    physics = A

    anim = 3200

    velset = 0,0

    ctrl = 0

    poweradd = -2000

     

    [State 200, ChangeState]

    type = ChangeState

    trigger1 = Time = 141

    value = 3201

    Anim = 3201

    ctrl = 1

     

    I tried putting State 3201 above the code, still doesn't work. 

  2. 39 minutes ago, PlasmoidThunder said:

    I imagine you put the ChangeState for the heavy kick above this one. MUGEN reads code from top to bottom, so anything placed higher has priority over what's below it in the event of a conflict.

    I saw another post saying that, it worked for them, it didn't work for me but i might've done it wrong... do I put the freeze ray command higher than the heavy kick command? or is it in the states?

  3. The title's pretty bad, but basically I'm making an edit of a character who can only punch and kick, I decided I wanted to give him some moves since he didn't have any. He has a Freeze Ray attack which is done by Down+Forward+B. It works, but when I add a heavy kick to B, Freeze Ray won't work. It only works if I delete the heavy kick and make pressing B not do anything. Here's some of the code if you need it:

     

    [Command]

    name = "DFB"

    command = D,F,b

    time = 20


    [State -1, Freeze Ray]

    type = ChangeState

    value = 240

    triggerall = command = "DFB"

    triggerall = statetype = S

    trigger1 = ctrl

  4. 18 hours ago, PlasmoidThunder said:

    I don't believe that's possible in the traditional sense. You could code everything into the characters, but I'm willing to bet you're not wanting to do that 😛

     

    I suppose the easiest thing to do is have a dummy character that KOs itself and pair the boss up with it.

    hold on... how do i make a dummy character that KOs itself?? I looked at another post and it just made kfm not move and not killable so when the boss died the round wouldn't end

  5. 4 hours ago, PlasmoidThunder said:

    I don't believe that's possible in the traditional sense. You could code everything into the characters, but I'm willing to bet you're not wanting to do that 😛

     

    I suppose the easiest thing to do is have a dummy character that KOs itself and pair the boss up with it.

    But if I were to play single arcade, the boss might be the dummy character

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