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Posts posted by milkandcerealfromyt
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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.
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It's been a bit long but i learnt some stuff about mugen and now i made it so that he'll die automatically. thank you
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1 hour ago, PlasmoidThunder said:
The freeze ray ChangeState in the .cmd has to be higher than the heavy kick one.
TYSM this worked!
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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?
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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
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I'm making an edit of a character in Fighter Factory Studio, and I'm trying to duplicate a sprite, but everytime i change that sprite, the original sprite changes. I found out it was because they were shared. How do I duplicate a sprite without making them shared?
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22 hours ago, PlasmoidThunder said:
Put a LifeSet with a value of 0 in the dummy character's state -2 with any trigger that makes sense (such as life > 0). This kills the character.
where is state-2 located at??
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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
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4 hours ago, PlasmoidThunder said:
You can specify a different set of orders between single and team arcade, so have the single bosses be an order that doesn't show up in team and vice versa; sure this means you'll need to have two entries for the boss(es) in select.def, but that's just the way it is.
oh yeah. i forgot about that T_T
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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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I've been playing Mugen and whenever I play Simul Arcade, there would be duplicates of the same boss. This makes it impossible to beat (the boss is Symbiote Onslaught) the boss. How do I make it so that the final boss would just be the boss alone? I'm using Mugen 1.0 if that helps
Character's Move won't change state unless its trigger is Time = 0
in [ MUGEN CODING HELP ]
Posted
it has a Playsnd.