Drakenstorms Posted December 12, 2013 Posted December 12, 2013 I am trying to make the MVC2's hyper BG work but couldn't know how anyone help (trying to apply to Leo , Kenji from Warzard and Jill valentine) Here is a sample from the char: https://www.mediafire.com/?1t52dtcb8k836p7 Do I need to add a certain code for the char or something?
0 Drakenstorms Posted December 12, 2013 Author Posted December 12, 2013 I've already added the Hi-res MVC2 HyperBG but I want to know how to code it :)
0 DarkWolf13 Posted December 13, 2013 Posted December 13, 2013 You should try the MvC2 Hyper BGS I uploaded, the backgrounds are smoother but I don't know if they're high-res. Anyway, you have to add them as an explod and give them a negative priority. Check the MvC2 version of WereGarurumon I uploaded and check his hyper move coding. It should give you an idea how to do it.
0 Drakenstorms Posted December 13, 2013 Author Posted December 13, 2013 dude is this your Hyper code? ; Smash Kung Fu Upper (hyper) [statedef 3050] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 3050 ctrl = 0 sprpriority = 2 hitcountpersist = 1 [state 0, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0
0 Drakenstorms Posted December 13, 2013 Author Posted December 13, 2013 just give me the right code and i'll add it....if this is the only way to fix the problem
0 Winmugen11 Posted December 13, 2013 Posted December 13, 2013 Hey Drakenstorms, For these kinds of questions, we usually post them in the Mugen Help section instead of Requests because that's why it exists in the first place. I'm sure next time you'll remember it and good luck! This signature would not have been possible without the combined efforts of Ryoucchi & Zenesis. All credit goes to them for making this!
0 DarkWolf13 Posted December 13, 2013 Posted December 13, 2013 The BG is an explod. ;Triple Wolf Claw (Hyper) [statedef 3199] type = S movetype= A physics = S juggle= 0 ctrl = 0 velset = 0,0 anim = 3200 sprpriority = 2 [state 3000, Explod] type = Explod trigger1 = time = 0 anim = 8300 id = 8300 supermove = 1 sprpriority = 4 ownpal = 1 [state 0,1] type = RemoveExplod trigger1 = !time ID = 998 [state Inc DHC Var] type = VarAdd trigger1 = AnimElem = 1 v = 31 value = 1 [state 9999, 0] type = Helper trigger1 = AnimElem = 1 pos = 0, 0 postype = p1 stateno = 9999 helpertype = normal name = "Super Trigger" keyctrl = 0 ownpal = 1 supermovetime = 999999 pausemovetime = 999999 [state 3000, Super A] type = SuperPause trigger1 = AnimElem = 1 pos = -1, -70 anim = s8001 poweradd = -1000 time = 35 movetime = 2 darken = 1 unhittable = 1 ignorehitpause = 1 [state 0, ScreenBound] type = ScreenBound trigger1 = Time = 1 value = 1 movecamera = 1,1 [state 3900, 1] :::THIS IS THE HYPER BG CODING but ignore the var(31), That was because I had the Green and Red BGs implemented as well for chain-hyper attacking::: type = Explod trigger1 = AnimElem = 2 anim = 15000 + var(31) pos = 160,240 postype = back supermove = 1 facing = 1 bindtime = 700 sprpriority = -10 removetime = 800 scale = 1,1 removeongethit = 1 ID = 998 pausemovetime = 9999999 ownpal = 1 [state 1001, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 4 [state 1001, 2] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 5 trigger3 = AnimElem = 6 attr = S, HA animtype = Hard damage = 35,10 guardflag = MA pausetime = 6,12 sparkno = s8880 sparkxy = -10,-70 hitsound = s7,5 guardsound = s17,0 guard.sparkno = s6767 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -1.5 air.velocity = -2.5,-4 fall= 0 [state 1001, 2] type = HitDef trigger1 = AnimElem = 10 trigger2 = AnimElem = 11 trigger3 = AnimElem = 12 attr = S, HA animtype = Hard damage = 35,10 guardflag = MA pausetime = 6,12 sparkno = s8880 sparkxy = -10,-70 hitsound = s7,5 guardsound = s17,0 guard.sparkno = s6767 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -1.5 air.velocity = -2.5,-4 fall= 0 [state 1001, 2] type = HitDef trigger1 = AnimElem = 16 trigger2 = AnimElem = 17 trigger3 = AnimElem = 18 attr = S, HA animtype = Hard damage = 35,10 guardflag = MA pausetime = 6,12 sparkno = s8880 sparkxy = -10,-70 hitsound = s7,5 guardsound = s17,0 guard.sparkno = s6767 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -1.5 air.velocity = -2.5,-4 fall= 1 [state 3101,10] type = VelSet trigger1 = time >= 1 && time < 63 x = 2 [state 3101,10] type = VelSet trigger1 = time >= 64 x = 0 [state 1001, 3] type = SprPriority trigger1 = AnimElem = 5 value = 2 [state 200, 6] type = RemoveExplod trigger1 = AnimElem = 19 ID = 998 [state 1001, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [state 1001, 5] type = PlaySnd trigger1 = Animelem = 2 trigger2 = Animelem = 8 trigger3 = Animelem = 14 value = 999, 0 channel = 5 And as WinMugen said, this should be in the help section, not request. ramon garcia 1
Question
Drakenstorms
I am trying to make the MVC2's hyper BG work but couldn't know how anyone help (trying to apply to Leo , Kenji from Warzard and Jill valentine)
Here is a sample from the char:
Do I need to add a certain code for the char or something?
6 answers to this question
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