Jump to content
  • 0

Character stuck in stand state during intro?


Question

Posted
I don't really know how or why this is happening. But for the intro he's in his stand state although in his states it's supposed to be going to anim = 191. I haven't messed with the intro coding at all so, what's the deeaaal. If it matters I do have a common1.cns in my character.
 
The intro: 
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0
 
[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
 
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
 
[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
 
; You can delete the following two controllers if you're building your own
; character using KFM. These are the wood pieces that KFM kicks.
[State 191, Wood 1]
type = Explod
trigger1 = RoundState != 0
persistent = 0
anim = 191
postype = p1
pos = 260, -90
velocity = -4.2, -7
accel = 0, .32
removetime = 48
 
[State 191, Wood 2]
type = Explod
trigger1 = AnimElemTime(7) = 1
anim = 192
postype = p1
pos = 60, -70
velocity = 2, -4
accel = 0, .32
removetime = 35
 
; You can delete the following two controllers if you're building your own
; character using KFM. These play back the sounds of the wood block being
; broken.
[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = F5,2
volume = -40
 
[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElemTime(7) = 3
value = F5,3
volume = -80
 

7 answers to this question

Recommended Posts

  • 0
Posted
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl
= 0
anim = 191
velset = 0,0
 
[State 191, 1] ;Freeze animation until PreIntro is over
type
= ChangeAnim
trigger1 = RoundState = 0
value = 190  <---- heres your problem, you want it to be 191, not 190 :D
 

 pAAf1k5.pngRSQGnkI.png

-play gaem, gaem iz kul

  • 0
Posted

that didn't help xD Like i said, it's the code from KFM and i haven't changed it or messed around with it at all. I don't know what the deal is D:

 

here is the 190-191 state from the common

;---------------------------------------------------------------------------
; Pre-intro
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
 
[State 190, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(190)
value = 190
 
[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191
 
;---------------------------------------------------------------------------
; Intro (override this state to give character an intro)
[Statedef 191]
type = S
ctrl = 0
 
[State 191, 1]
type = ChangeState
trigger1 = Time = 0
value = 0
  • 0
Posted

oh silly me

 

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl
= 0
anim = 191 <----- change THIS to 190
velset = 0,0

 pAAf1k5.pngRSQGnkI.png

-play gaem, gaem iz kul

  • 0
Posted
Okay. That still didn't work, but here is the current state defs i have right now. Keep in mind that this is still not giving me my intro.
 
In my main.cns
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS ƒŒƒxƒ‹: Šî–{
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
 
(took this out before, still didnt work)
[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
 
[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
 
[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
 
In my common1.cns (i have a dash code in my common state and it works just fine, so i dont know why this wont work.)
;---------------------------------------------------------------------------
; Pre-intro
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
 
[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191
 
;---------------------------------------------------------------------------
; Intro (override this state to give character an intro)
[Statedef 191]
type = S
ctrl = 0
 
[State 191, 1]
type = ChangeState
trigger1 = Time = 0
value = 0
  • 0
Posted

Yo is your animation Action 190/191 having any Loopstart frame?  Or the last frame has -1 time?

"I still care to share because I believe in Sharing is Caring" - Werewood

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...