Flowering Knight Posted April 23, 2014 Posted April 23, 2014 I want to make an announcer very much like in MvC2. I've got the sounds, but I'm just not sure on where to start, although I do know that Helpers play a large role in the code. http://i.imgur.com/W00cc4V.gif
0 Werewood Posted April 24, 2014 Posted April 24, 2014 I tried something like this and it kind of works without using any MUGEN variables and Helper state controller: In your MUGEN character's [statedef -2], put this PlaySnd state controller: [state -2, Combo Announcer] type = PlaySnd triggerall = EnemyNear, MoveType = H triggerall = EnemyNear, Stateno != [120,155] trigger1 = EnemyNear, GetHitVar(hittime) = 0 ; or use -1, please see explanation below trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0 trigger1 = EnemyNear, GetHitVar(hitCount) > 2 value = 8, EnemyNear, GetHitVar(hitCount) volumescale = 100 ignorehitpause = 1 prerequisite: - you need to have a sound/voice saying like, "YES!", for a three (3)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #3 (my choice, and it must be at least one (1)) - you need to have a sound/voice saying like, "WONDERFUL!", for a five (5)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #5 (my choice, and it must be at least one (1)) - you need to have a sound/voice saying like, "BRAVO!", for an eight (8)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #8 (my choice, and it must be at least one (1)) - ..... and so on..... explanation: - type = PlaySnd this is you know what it is for......... - triggerall = EnemyNear, MoveType = H VS single P2, only when P2 is in get-hit states - triggerall = EnemyNear, Stateno != [120,155] this makes sure the VS single P2 is not in blocking/guarding states - trigger1 = EnemyNear, GetHitVar(hittime) = 0 this one is important because I tried to use the last second of P2's returning to an idle state after being hit, to make sure the PlaySnd state controller won't be called more than one (1) times in a row * or you can use "= -1" instead of "= 0" if you want the PlaySnd state controller takes place right after P2 returns to idle - trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0 this one might be optional because the time player is "frozen" during the hit usually counts down to 0 before hittime becomes less than one (1), so, this is used only to backup the first trigger1 - trigger1 = EnemyNear, GetHitVar(hitCount) > 1 this one makes sure the VS single P2 is getting more than two (2) hits by your MUGEN character (in my example the "YES!" three (3)-hit combo is the minimum) - value = 8, EnemyNear, GetHitVar(hitCount) this is the Group # and Sound # in your *.snd file, in my example: - "YES!" three (3)-hit combo uses the Group #8 and Sound #3 WAV - "WONDERFUL!" five (5)hit combo uses the Group #8 and Sound #5 WAV - "BRAVO!" eight (8)-hit combo uses the Group #8 and Sound #8 WAV - ..... and so on..... - volumescale = 100 just the volume of the Combo Announcer sound/voice.........default is 100 here - ignorehitpause = 1 this is you know what it is for......... Please note that it is for a Single VS P2 only....................for a Team VS P2/P4 there may need more work. Also, it should be edited more for air-combo purpose, even though this way also works for air-combos........... I am sure there are more ways to do a better (with MUGEN variables, Helper, Explod...etc.) Combo Announcer in MUGEN. Yet, this is the simplest one I could come up with. Flowering Knight and Ryon 2 "I still care to share because I believe in Sharing is Caring" - Werewood
0 Doomguy Posted April 23, 2014 Posted April 23, 2014 Well, if you know how to code, you could have a sound play for every few number of hits, say 1-3 is 'good', 4-8 is 'very good', 8-16 is 'excellent', 16-32 is 'marvelous', and 32-whatever is ULTRA COMBO Sack Tapping is Bad News, kids.
0 Legendary DeMoNk@I Posted April 23, 2014 Posted April 23, 2014 Most of those codes are done in the state-2 codes and just apply what Doom nukem said...ill send Reza's MVC terry to you so you can look at how he did his and roll from there.....Ill send the char in a bit Never limit your imagination as a Visionary
0 Flowering Knight Posted April 24, 2014 Author Posted April 24, 2014 Most of those codes are done in the state-2 codes and just apply what Doom nukem said...ill send Reza's MVC terry to you so you can look at how he did his and roll from there.....Ill send the char in a bit While that did help in adding things such as First Attack, Danger, etc., I'm mainly looking for some sort of (simple) guide to making the announcer say things like "Yes" and "Wonderful." http://i.imgur.com/W00cc4V.gif
0 Flowering Knight Posted April 24, 2014 Author Posted April 24, 2014 I tried something like this and it kind of works without using any MUGEN variables and Helper state controller: In your MUGEN character's [statedef -2], put this PlaySnd state controller: [state -2, Combo Announcer] type = PlaySnd triggerall = EnemyNear, MoveType = H triggerall = EnemyNear, Stateno != [120,155] trigger1 = EnemyNear, GetHitVar(hittime) = 0 ; or use -1, please see explanation below trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0 trigger1 = EnemyNear, GetHitVar(hitCount) > 2 value = 8, EnemyNear, GetHitVar(hitCount) volumescale = 100 ignorehitpause = 1 prerequisite: - you need to have a sound/voice saying like, "YES!", for a three (3)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #3 (my choice, and it must be at least one (1)) - you need to have a sound/voice saying like, "WONDERFUL!", for a five (5)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #5 (my choice, and it must be at least one (1)) - you need to have a sound/voice saying like, "BRAVO!", for an eight (8)-hit combo, located in your *.snd file with Group #8 (my choice) and Sound #8 (my choice, and it must be at least one (1)) - ..... and so on..... explanation: - type = PlaySnd this is you know what it is for......... - triggerall = EnemyNear, MoveType = H VS single P2, only when P2 is in get-hit states - triggerall = EnemyNear, Stateno != [120,155] this makes sure the VS single P2 is not in blocking/guarding states - trigger1 = EnemyNear, GetHitVar(hittime) = 0 this one is important because I tried to use the last second of P2's returning to an idle state after being hit, to make sure the PlaySnd state controller won't be called more than one (1) times in a row * or you can use "= -1" instead of "= 0" if you want the PlaySnd state controller takes place right after P2 returns to idle - trigger1 = EnemyNear, GetHitVar(hitshaketime) = 0 this one might be optional because the time player is "frozen" during the hit usually counts down to 0 before hittime becomes less than one (1), so, this is used only to backup the first trigger1 - trigger1 = EnemyNear, GetHitVar(hitCount) > 1 this one makes sure the VS single P2 is getting more than two (2) hits by your MUGEN character (in my example the "YES!" three (3)-hit combo is the minimum) - value = 8, EnemyNear, GetHitVar(hitCount) this is the Group # and Sound # in your *.snd file, in my example: - "YES!" three (3)-hit combo uses the Group #8 and Sound #3 WAV - "WONDERFUL!" five (5)hit combo uses the Group #8 and Sound #5 WAV - "BRAVO!" eight (8)-hit combo uses the Group #8 and Sound #8 WAV - ..... and so on..... - volumescale = 100 just the volume of the Combo Announcer sound/voice.........default is 100 here - ignorehitpause = 1 this is you know what it is for......... Please note that it is for a Single VS P2 only....................for a Team VS P2/P4 there may need more work. Also, it should be edited more for air-combo purpose, even though this way also works for air-combos........... I am sure there are more ways to do a better (with MUGEN variables, Helper, Explod...etc.) Combo Announcer in MUGEN. Yet, this is the simplest one I could come up with. While I did have to modify it a little bit, and even though the explods and sounds play mid-combo, it certainly works for the most part. http://i.imgur.com/W00cc4V.gif
Question
Flowering Knight
I want to make an announcer very much like in MvC2. I've got the sounds, but I'm just not sure on where to start, although I do know that Helpers play a large role in the code.
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