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Character stuck in stand state during intro?


Nny

Question

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
 
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wait wait wait.

 

You have a state 191 IN your common1.cns AND your character.cns file?

 

if thats the case the 191 in the common1 is being read not the one in the character.

 

remove the 191 from the common1.cns.

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;---------------------------------------------------------------------------
; 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
 
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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
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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
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