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Ultra Fatality

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Posts posted by Ultra Fatality

  1. Alrighty then

     

    ;=============================================Danger Themes================================

    ;[state -3, Wasteland Danger Sound]

    ;type = PlaySnd

    ;;trigger1 = var(20) = [1,999]

    ;trigger1 = Parent, life<150

    ;trigger1 = (TeamMode = Single) || (TeamMode = Turns)

    ;trigger1 = var(26) < 1

    ;value = F7,2

    ;abspan = 0

    ;freqmul = 0.5

    ;loop = 1

    ;volume = 50

    ;ignorehitpause =

    ;persistent =

     

    [state -3, AssertSpecial]

    type = AssertSpecial

    trigger1 = 1 && life=[1,150]

    flag = nomusic

    ignorehitpause = 1

    persistent = 1

     

    like i said it plays at the right moment but doesn't shut the stage music off and it keeps echoing making it play over and over eventually making so damn loud it cancels all game sounds

  2. So as time goes by i learned how to code much needed things into the game itself like certain special effects that happen in the game only or certain animations which is saving the characters a lot of memory now the only problem im having is having certain sounds play in the game when certain things happen like low health or stage transactions all that im at a compleatly lost on that i got the sound to play when you or p2 are at low health but it kinda echos making it really loud and the music on the stage doesn't stop so if anyone can help let me know if u need to see the code i'll post it\

     

     

     

     

    P.S. im trying to make blood hitsparks show and hit the ground but lost there as well not sure if it can be done in game i think it has to be because when i add blood sparks to a character and he fights someone with green blood red blood comes out instead so if anyone could help with that to that'd be great

  3. I'm looking for some small but good looking blood splatter spirtes for special effects like shin kazama's blood on the screen or like small blood explodes you can put somewhere on the screen like its splating in the background or something idk i have some at the moment but there not really spirtes there plain old pics i converted it doesn't look to good converted idky but if anyone could help that'd be great  

  4. Now we all know of KFM's wall bounce move but how do we make a player bounce of the ground to continue a combo i heard it wasn't to hard but i never ended up learning the code and now im stuck i needs it so if someone could please help me.......................

     

     

    That'd be Great !!!

  5. Well I didn't know how to address this issue but basically what I'm trying to do is have it so when someone dies in round one instead of just doing the win pose and fading to black going into round 2 after the win pose and the win announcement i want p2 or the player who lost to just get up without it fading back into another round i seen this done in the Metal Gear Screenpack and got the idea from there and also the combo counting system which i seen in a lot of screenpacks but the Killer Instinct screenpack (which is down for some reason -_-) has a combo system where the combo hits appears when the combo is over and it has the announcer when the combo is over saying different things based on how many hits is done and im like i needs these things so if anyone can help that'd be great :) hell send me a working link to both screenpacks i'll copy the codes nah nah i must learn ^_^

  6.  

    Nope. Tried it with AssertSpecial in State -2 and it still worked.

     

    On a side note, change "time < 100000000" to "1". Not "time < 1", just "1". It won't fix the problem, but it's better.

     

    This is the exact code I have in State -2:

    [state -2, AssertSpecial]
    type = AssertSpecial
    trigger1 = 1 && life < 100
    flag = nomusic
    ignorehitpause = 1
    persistent = 1
     
    [state -2, PlaySnd]
    type = PlaySnd
    trigger1 = time = 1 && life < 100 && StageVar(info.name) = "Wasteland"
    trigger1 = var(10) = 0
    value = S6000,0
    volumescale = 30
    channel = -1
    loop = 1
     
    [state -2, VarSet]
    type = VarSet
    trigger1 = time = 1 && life < 100 && StageVar(info.name) = "Wasteland"
    var(10) = 1

     

     

    ok so did it work on yours because im trying it right now to see remember it only plays for a second everytime i enter a different state so u should just move like crazy and see if u can hear your normal music play at all

  7. Just tried that exact code and it worked. The only way I managed to get it to not work was placing it in State -3, so try placing it in State -2.

    i got the sound to stop echoing but now the assertspecial is having a reserves effect in which everytime i enter a different state it plays for a second and then shuts off and repeats everytime i enter a different state

  8. I suggest you to use a Helper state controller that contains the PlaySnd state controller.  Then call the Helper somewhere in StateDef -2 or StateDef -3 or wherever you want it to use that.  You may want to use triggerall = NumHelper(###) when the Helper is being called...........

    Hope this way might work for you.

     

    it sorta worked but now the nomusic assertspecial isn't working right same thing enter a different state it plays a bit before shutting off again and repeating

  9. Use vars then.

     

    [state -3, PlaySnd]

    type = PlaySnd

    trigger1 =time=1&&life<100&&StageVar(info.name)="Wasteland"

    trigger1 = var(#) = 0

    value = S6000,0

    volumescale = 30

    channel = -1

    loop = 1

     

    [state -3, VarSet]

    type = VarSet

    trigger1 =time=1&&life<100&&StageVar(info.name)="Wasteland"

    var(#) = 1

     

    Replace # with a number (I suggest 10 because it's a nice number), and this should work. If it doesn't, try shifting it into State -2.

     

    nope it echoed worst and it did the opposite thing and stop playing when you go into a different state

  10. I'm back and i think this is my last problem for awhile so basically what happens is when you or p2 hit a certain life point this danger theme plays now everything works just fine its just that it has this one problem it repeats the sound everytime you enter a different state i have no idea why its doing that so im completely lost here and i think thats the only thing wrong with it heres my code

     

    Stop the normal stage music from playing

     

    [state -3, AssertSpecial]

    type = AssertSpecial

    trigger1 = time < 100000000 && life < 100

    ;trigger1 = stateno = [0,5000]

    flag = nomusic

    ignorehitpause = 1

    persistent = 1

     

    Danger theme that repeats itself everytime i go into a diffferent state

     

    [state -3, PlaySnd]

    type = PlaySnd

    trigger1 =time=1&&life<100&&StageVar(info.name)="Wasteland"

    value = S6000,0

    volumescale = 30

    channel = -1

    loop = 1

     

    and i use this stop snd to help fix it but nothing worked

     

    [state 0, StopSnd]

    type = StopSnd

    trigger1 = time = 0

    channel = -1

    ;ignorehitpause =

    ;persistent =

     

    well i hope this help you guys help me because this is the last thing im stuck on before i can keep moving

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