Don Ravioli Posted March 2, 2015 Posted March 2, 2015 Exactly what it says on the tin, I don't know if it's dependant on the screenpack or the engine's own settings, but some chars in my roster get intros and winposes cut by round starts or end screens. What do I have to do to increase it ?
0 AxSeeker Posted March 5, 2015 Posted March 5, 2015 Here's an example from a character. [state 180,End intro] type = AssertSpecial trigger1 = Time = [0,600]; This is the time, change 600, bigger for longer or smaller for shorter. flag = RoundNotOver
0 DartzPie Posted March 3, 2015 Posted March 3, 2015 You need to add a type = AssertSpecial check on the flags for = Intro and = Roundnotover, for more time add it through trigger = time = "Your so Naive-"
0 Ryon Posted March 5, 2015 Posted March 5, 2015 i would use [State 191, Intro] type = AssertSpecial trigger1 = 1 flag = Intro and this will last forever, while the player is in the intro state. all characters SHOULD go to there stand state when there intro is over. so this works perfectly for it. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Question
Don Ravioli
Exactly what it says on the tin, I don't know if it's dependant on the screenpack or the engine's own settings, but some chars in my roster get intros and winposes cut by round starts or end screens. What do I have to do to increase it ?
4 answers to this question
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