lyr Posted September 20, 2012 Posted September 20, 2012 This is an tutorial maybe? Okay here is the code i use. I will explain codes line by line. ;---------------------------------------------------------------------------------- ; go to fly mode [statedef 999] ;< Statedef, this is the process to go in fly from standing. type = A ;< Make sure you use A = Air as type movetype = I physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 999 ;< Enter the anim you want ;go up (whether you are in ground or air before you went to this state, you go up) [state 0, VelSet] ;< This is for make the character go up till the Anim ends type = VelSet trigger1 = 1 x = 0 y = -3 [state 0, ChangeState] ;< This Change state is to go to Fly Stand state after you are flying type = ChangeState trigger1 = animtime = 0 value = 1000 ctrl = 1 ;--------------------------------------------------------------------------- ;fly stance [statedef 1000] ;< This is fly stance type = A ;< Make sure you use A = Air as type movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 anim = 1000 ;< here enter the number of anim which you want as Fly idle velset = 0,0 ;limit for flying up [state 0, PosSet] ;< This is to limit the character not to go too high, if you remove it then it won't be fair gameplay. type = PosSet trigger1 = pos y <= -180 ;< Limit -180 is ideal for it y = -180 ;fly stance float up [state 0, VelSet] type = VelSet trigger1 = gametime%30 = [0,14] ;< This is to make the character float in AIR to make it look more real x = 0 y = -1 ;fly stance float down [state 0, VelSet] type = VelSet trigger1 = gametime%30 = [15,29] ;< This is to make the character float in AIR to make it look more real x = 0 y = 1 ;turn [state 0, Turn] ;< Simple Turn, When P2's distance is X <-10 type = Turn trigger1 = P2dist X < -10 ; fly dash forward [state 0, ChangeState] ;< This is the command for fly dash forward. type = ChangeState trigger1 = command = "FF" value = 1100 ctrl = 1 ; fly dash backward [state 0, ChangeState] ;< This is the command for fly dash backward. type = ChangeState trigger1 = command = "BB" value = 1105 ctrl = 1 ;fly forward ;< This is the command for fly forward. [state 0, ChangeState] type = ChangeState trigger1 = command = "holdfwd" value = 1020 ctrl = 1 ;fly backward ;< This is the command for fly backward. [state 0, ChangeState] type = ChangeState trigger1 = command = "holdback" value = 1021 ctrl = 1 ;fly up ;< This is the command for fly up [state 0, ChangeState] type = ChangeState trigger1 = command = "holdup" value = 1040 ctrl = 1 ;fly down ;< This is the command for fly down [state 0, ChangeState] type = ChangeState trigger1 = command = "holddown" value = 1041 ctrl = 1 ;go back to jump/fall state ;< This is the command for jump to ground if you Won in air, you know no one will like to have the win pose in AIR [state 0, ChangeState] type = ChangeState trigger1 = Win = 1 value = 50 ctrl = 1 ;go back to damage fall state ;< If you get hit then this will happen. [state 0, ChangeState] type = ChangeState trigger1 = Life = 0 trigger2 = roundstate = 3 value = 5050 ctrl = 1 ;go back to fly land state [state 0, ChangeState] ;< This is to come down from Fly mode type = ChangeState trigger1 = pos y >= 0 value = 1047 ctrl = 1 ;--------------------------------------------------------------------------- ;fly fwd [statedef 1020] ;< Fly walk fwd type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 ;anim = 1020 ;< I have commented out the anim because i didn't had an Fly walk fwd so i use the Fly idle Anim for it velset = 0,0 [state 0, Turn]; < Turn type = Turn trigger1 = P2dist X < -10 [state 0, VelSet] ;< VelSet or The speed to fly walk fwd type = VelSet trigger1 = 1 x = 4 y = 0 [state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding fwd type = ChangeState trigger1 = command != "holdfwd" value = 1000 ctrl = 1 ;--------------------------------------------------------------------------- ;fly bkd [statedef 1021] ;< fly Walk Back type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 ;anim = 1021 ;< I have commented out the anim because i didn't had an Fly walk back so i use the Fly idle Anim for it velset = 0,0 [state 0, Turn] ;< Turn type = Turn trigger1 = P2dist X < -10 [state 0, VelSet] ;< VelSet or The speed to fly walk back type = VelSet trigger1 = 1 x = -4 y = 0 [state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding back type = ChangeState trigger1 = command != "holdback" value = 1000 ctrl = 1 ;--------------------------------------------------------------------------- ;fly up [statedef 1040] ;< Fly Up type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 ;anim = 1040 velset = 0,0 [state 0, Turn] ;< Turn type = Turn trigger1 = P2dist X < -10 [state 0, VelSet] ;< VelSet for the speed of Fly Up. type = VelSet trigger1 = pos y > -180 ;< I am using the pos trigger to stop to play the fly up anim when reaching the Limit. (Change the 180 if you have changed the limit. x = 0 y = -4 ;limit for flying up [state 0, PosSet] type = PosSet trigger1 = pos y <= -180 y = -180 [state 0, ChangeState] type = ChangeState trigger1 = command != "holdup" value = 1000 ctrl = 1 ;--------------------------------------------------------------------------- ;fly down [statedef 1041] ; Fly down type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 ;anim = 1041 velset = 0,0 [state 0, Turn] type = Turn trigger1 = P2dist X < -10 [state 0, VelSet] ; The speed of fly down type = VelSet trigger1 = pos y < 0 x = 0 y = 4 ;go back to jump/fall state [state 0, ChangeState] ; If you are landing with by pressing "down" then this will take it to the landing state type = ChangeState trigger1 = pos y >= 0 value = 1047 ctrl = 1 [state 0, ChangeState] type = ChangeState trigger1 = command != "holddown" value = 1000 ctrl = 1 ;--------------------------------------------------------------------------- ;fly landing [statedef 1047] ;< Airplane is landing type = S movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 ;anim = 1047 ;< I have commented this out because i didn't had an fly land velset = 0,0 [state 0, PosSet] ;< You know PosSet type = PosSet trigger1 = pos y >= 0 y = 0 [state 0, ChangeState] ;< This is to take the character to the Jump Land state. type = ChangeState trigger1 = Animtime = 0 value = 52 ctrl = 1 ;--------------------------------------------------------------------------- ;fly dash forward [statedef 1100] ; Fly Dash Fwd type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 anim = 1100 ;< Anim to the Fly dash Fwd velset = 0,0 [state 0, VelSet] ;< Speed of Fly Dash Fwd type = VelSet trigger1 = time = 0 x = 5 [state 0, VelAdd] type = VelAdd trigger1 = 1 x = 0.1 [state 0, ChangeState] ;< To stop him type = ChangeState trigger1 = frontedgebodydist < 2 trigger2 = command != "holdfwd" trigger3 = command = "BB" value = 1000 ctrl = 1 ;--------------------------------------------------------------------------- ;fly dash backward [statedef 1105] ; The fly dash back is same as the fly dash forward type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 anim = 1105 velset = 0,0 [state 0, VelSet] type = VelSet trigger1 = time = 0 x = -5 ;-0.2 [state 0, VelAdd] type = VelAdd trigger1 = 1 x = -0.1 ;-2 [state 0, ChangeState] type = ChangeState trigger1 = backedgebodydist < 2 trigger2 = command != "holdback" trigger3 = command = "FF" value = 1000 ctrl = 1 ________________________________________________________________________________________________ ;If you want to make the character fly even after getting hurt then make the 5000s state's type "A" ---------------------------------------------------------------------------------------------------------------------------------------------------------- EVERYTHING WHICH IS COMMENTED OUT IS IN RED COLOR. I hope this helps, credit to sgn15 because he told me how to code fly. TO make Fly Attacks copy the codes and make the type = A. And do something like this in you CMD ;--------------------------------------------------------------------------- ;Fly [state -1, Fly] ;< This is the Fly code command type = ChangeState value = 999 trigger1 = command = "c" trigger1 = statetype != C trigger1 = ctrl ;flying Light Punch [state 0, ChangeState] ;< There are fly attacks type = ChangeState trigger1 = command = "x" value = 2000 ctrl = 1 ;flying Strong Punch [state 0, ChangeState] type = ChangeState trigger1 = command = "y" value = 2100 ctrl = 1 ;flying Light Kick [state 0, ChangeState] type = ChangeState trigger1 = command = "a" value = 2300 ctrl = 1 ;flying Strong Punch [state 0, ChangeState] type = ChangeState trigger1 = command = "b" value = 2400 ctrl = 1 ;Now an example of the CNS code of the fly attacks: ; Fly Light Punch ;< This is an example [statedef 2000] type = A movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 200 [state 2000, 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 23, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = 0 sparkxy = -10, -56 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 11 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 15 [state 2000, 2] ;< Now this is very important if you don't do this then you will be standing in air type = ChangeState trigger1 = AnimTime = 0 value = 1000 ;< In the value add the statedef number of the fly idle to make him fly after the attack finishes ctrl = 1 CHAOS DRAGON 1
Demitri Posted September 20, 2012 Posted September 20, 2012 I should've guessed VelSet (Doh!) and PosSet Thanks Gopal (and Sgn15) If you want my released works, go here.
Drunk Ryu Posted September 20, 2012 Posted September 20, 2012 Just so you know. ALOT of the DBZ chars from back in the day. (2007 - 2009) had flying in their code. Not only was it a stupid feature for the AI to be able to use, but became a nuisance to the player as well when fighting a DBZ character that can fly. Usually what happens is the AI takes controll.... Flies in the air.... And flies as high above the stage so normal characters cannot hit him, Its just annoying and mainly the reason why DBZ characters were frowned appon by the average Mugen players. Not that this tutorial isnt helpful.....
ace-sama Posted September 20, 2012 Posted September 20, 2012 Just so you know. ALOT of the DBZ chars from back in the day. (2007 - 2009) had flying in their code. Not only was it a stupid feature for the AI to be able to use, but became a nuisance to the player as well when fighting a DBZ character that can fly. Usually what happens is the AI takes controll.... Flies in the air.... And flies as high above the stage so normal characters cannot hit him, Its just annoying and mainly the reason why DBZ characters were frowned appon by the average Mugen players. Not that this tutorial isnt helpful..... well yeah true but there are also char that drain their power when flying and also i saw some that had a limit on how high they can fly i think with these 2 you could make flying not so cheap
Demitri Posted September 20, 2012 Posted September 20, 2012 Usually what happens is the AI takes controll.... Flies in the air.... And flies as high above the stage so normal characters cannot hit him, He has a line that stops that ;limit for flying up [state 0, PosSet] ;< This is to limit the character not to go too high, if you remove it then it won't be fair gameplay. type = PosSet trigger1 = pos y <= -180 ;< Limit -180 is ideal for it y = -180 Yes what you said is true about DBZ chars being frowned upon for this reason but flying at any time isnt the only way this code can be used(granted it's used most in those cases) The creator can set a limit on flight if they chose or set it up that it only works at certain times or even is only allowed for a short duration(in ex mode for examples or timed transformations) And as ace-sama said,the powerbar can be drained while the move is used and (what i personally think would work even better) is after the powerbar is drained,the lifebar starts draining as well All Gopal did was share with us something that wasnt here. If you want my released works, go here.
lyr Posted September 20, 2012 Author Posted September 20, 2012 So it is still cheap, right? How about to add an time time limit to stop fly after 1000 ticks then don't fly for another 1000 ticks
Demitri Posted September 20, 2012 Posted September 20, 2012 I mean you can but they could just start flying again lol If you want my released works, go here.
Ryon Posted September 22, 2012 Posted September 22, 2012 his fly code is not the same thing as what your thinking drunk ryu. this is a super butoden flying code. which means when you enter flying mode, the player will move up into the sky and stay there, they can not move higher or lower. so in a sense it acts as a second layer of floor. there limited to foward, backward, and jump. or at least i believe i'm right. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
lyr Posted September 23, 2012 Author Posted September 23, 2012 lol I am waiting for your fly tutorial
Ryon Posted September 23, 2012 Posted September 23, 2012 when i get home lol if my wife lets me LOL - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Ryon Posted September 29, 2012 Posted September 29, 2012 my wife wasnt here with me. she is now though LOL - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
xstarter Posted October 6, 2012 Posted October 6, 2012 This is not helpful? i need some help,am i just supose to post everything command you gave here to CNS? And witch of these codes go into Commands and not the CNS
Ryon Posted October 6, 2012 Posted October 6, 2012 no if you copy and paste it, its not gonna work. he basically give you an example of the code, you have to add the same codes to your character, except change them to make your character work with it. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
lyr Posted October 6, 2012 Author Posted October 6, 2012 yes, but for the commands i will suggest to keep them in CNS, because in CMD i don't like junk.
xstarter Posted October 8, 2012 Posted October 8, 2012 yes, but for the commands i will suggest to keep them in CNS, because in CMD i don't like junk. can you tell me what the value stands for becuase it seems like it stands for more than one thing,i dont understand if thats based off the anim or same statedef?is it safe for me to use the same value= number for fly up,fly fwd , fly dwn and so on.plz explain a little more
xstarter Posted October 8, 2012 Posted October 8, 2012 yes, but for the commands i will suggest to keep them in CNS, because in CMD i don't like junk. i forgot to say,im talking about the value in changestate.explain the value because the mugen wiki isnt clear to me
lyr Posted October 8, 2012 Author Posted October 8, 2012 You can use any Anim you want just don't mess with the VelSet and PosAdd or it might be weird looking.
Ninja Hayate Posted March 24, 2018 Posted March 24, 2018 Any space harrier style flying code? And no anims when shooting projectiles, aka the character stays idle while projectiles come out? How do I changeanims when character is relative to screen left and right and middle?
Ryon Posted March 24, 2018 Posted March 24, 2018 I dont think the charcter stays still when shooting on the ground? as in he still runs while shooting. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Ninja Hayate Posted March 24, 2018 Posted March 24, 2018 Yeah shooting projectiles while running and flying.
Ryon Posted March 26, 2018 Posted March 26, 2018 but im saying he doesnt stay still when running, when flying its a still image in various angles so of course he doesnt move when shooting. but he still runs when shooting. are you trying to bring space harrier into mugen!? - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Ninja Hayate Posted March 28, 2018 Posted March 28, 2018 Not actually Space Harrier but the female character from a famicom game Attack Animal Gakuen.
hyxco Posted November 2, 2021 Posted November 2, 2021 Hello, I would like to know how I could add a time limit for when the character is in the air, and that when performing attacks the time does not restart, I already tried a lot of variants and state changes but either the time is restarted or it flies a few seconds and falls. An example could be like Iron Man from Marvel vs. Capcom, who have a limited time to fly and then fall to the ground. ;---------------------------------------------------------------------------------- ; go to fly mode [statedef 1800] ;< Statedef, this is the process to go in fly from standing. type = A ;< Make sure you use A = Air as type movetype = A physics = N juggle = 0 velset = 0,0 ctrl = 0 anim = 1800 ;< Enter the anim you want ;go up (whether you are in ground or air before you went to this state, you go up) [state 0, VelSet] ;< This is for make the character go up till the Anim ends type = VelSet trigger1 = 1 x = 0 y = -10 [State 100, Spark Stars] type = Explod trigger1 = -1 anim = 14901 postype = p1 pos = 0,-15 scale = 0.4,0.4 accel = 0, -0.3 facing = -1 vfacing = -1 sprpriority = -1 ontop = 1 ownpal = 1 bindtime = 1 pausemovetime = 20 supermovetime = 99999 persistent = 5 removetime = 13 ignorehitpause = 1 [State 1300, Super D] type = AfterImage trigger1 = Time = 0 trans = add TimeGap = 1 FrameGap = 1 time = 15 length = 10 palbright = 161, 0, 252 palcontrast = 161, 0, 252 palpostbright = 140,45,140 PalAdd = 1,1,1 PalMul = .65,.65,.75 [State 410, 2] type = PlaySnd trigger1 = AnimElem = 1 value = 100,2 [state 0, ChangeState] ;< This Change state is to go to Fly Stand state after you are flying type = ChangeState trigger1 = animtime = 0 value = 1806 ctrl = 1 ;--------------------------------------------------------------------------- ;fly stance [statedef 1806] ;< This is fly stance type = A ;< Make sure you use A = Air as type movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 anim = 1900 ;< here enter the number of anim which you want as Fly idle velset = 0,0 [State -3, sense bar] type = Explod triggerall = animtime = 0 trigger1 = numexplod(3309)=0 anim = 3309 id = 3309 pos = 6,ifelse(var(14) = 0,214,202)+var(16) postype = left facing = 1;ifelse(TeamSide = 1, 1, -1) bindtime = -1 removetime = -2 sprpriority = 92 ignorehitpause = 1 ownpal = 1 scale = 0.5,0.5 [State 1500,fuwavar(1)] type = VarSet trigger1 = (command != "holdfwd" && command != "holdback" && command != "holdup" && command != "holddown") && var(2) != 2 trigger2 = (var(2) = 2) && Vel Y >= 1 v = 2 value = 1 [State 1500,fuwavar(2)] type = VarSet triggerall = var(2) = 1 trigger1 = Vel Y <= -1 trigger2 = (P2BodyDist Y > 200)&&(Vel Y < 0) v = 2 value = 2 [State 1500,fuwaUp] type = VelAdd trigger1 = var(2) = 1 y = -0.05 [State 1500,fuwaDown] type = VelAdd trigger1 = var(2) = 2 y = 0.05 ;turn [state 0, Turn] ;< Simple Turn, When P2's distance is X <-10 type = Turn trigger1 = P2dist X < -10 ; fly dash forward [state 0, ChangeState] ;< This is the command for fly dash forward. type = ChangeState trigger1 = command = "FF" value = 104 ctrl = 1 ;fly forward ;< This is the command for fly forward. [state 0, ChangeState] type = ChangeState trigger1 = command = "holdfwd" value = 1807 ctrl = 1 ;fly backward ;< This is the command for fly backward. [state 0, ChangeState] type = ChangeState trigger1 = command = "holdback" value = 1808 ctrl = 1 ;fly up ;< This is the command for fly up [state 0, ChangeState] type = ChangeState trigger1 = command = "holdup" value = 1809 ctrl = 1 ;fly down ;< This is the command for fly down [state 0, ChangeState] type = ChangeState trigger1 = command = "holddown" value = 1810 ctrl = 1 [State 5000, Smart Bombs] type = Changestate trigger1 = command = "RaiolaserF" value = 1015 ctrl = 1 [State 5000, Caida Libre] type = Changestate trigger1 = (command = "y+z" && command != "holddown") value = 650 ctrl = 1 [State 5000, Smart Bombs] type = Changestate trigger1 = command = "Lightning" value = 730 ctrl = 1 [State 5000, Smart Bombs] type = Changestate trigger1 = command = "lightningball" value = 3250 ctrl = 1 [State 5000, Air Uni Beam] type = Changestate trigger1 = command = "megaice" value = 3950 ctrl = 1 [State 5000, Air Uni Beam] type = Changestate trigger1 = command = "qcf_z" value = 717 ctrl = 1 [State 5000, weak kick] type = Changestate trigger1= command = "a" value = 111903 ctrl = 1 [State 5000, medium kick] type = ChangeState value = 111904 trigger1= command = "b" [State 5000, strong kick] type = ChangeState value = 111906 trigger1= command = "c" [State 5000, weak punch] type = ChangeState value = 111901 trigger1= command = "x" [State 5000, weak punch] type = ChangeState value = 219 trigger1= command = "x" [State 5000, medium punch] type = ChangeState value = 111902 trigger1 = command = "y" [State 5000, medium punch] type = ChangeState value = 214 trigger1 = command = "y" [State 5000, strong punch] type = ChangeState value = 111905 trigger1 = command = "z" ;go back to jump/fall state ;< This is the command for jump to ground if you Won in air, you know no one will like to have the win pose in AIR [state 0, ChangeState] type = ChangeState trigger1 = Win = 1 value = 50 ctrl = 1 ;go back to damage fall state ;< If you get hit then this will happen. [state 0, ChangeState] type = ChangeState trigger1 = Life = 0 trigger2 = roundstate = 3 value = 1040 ctrl = 1 ;go back to fly land state [state 0, ChangeState] ;< This is to come down from Fly mode type = ChangeState trigger1 = pos y >= 0 value = 1047 ctrl = 1 [State 0, RemoveExplod] type = RemoveExplod triggerall = stateno = 1806 trigger1 = numexplod(133333) > 0 id = 133333
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