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Foro » Creaciones de los usuarios » Tutoriales y Preguntas » Tema oficial de ayuda [NO CREAR MAS TEMAS CON PREGUNTAS]
Tema oficial de ayuda [NO CREAR MAS TEMAS CON PREGUNTAS]
armando Fecha: Martes, 24-de Mayo-2011, 21:05 | Message # 171
Pharaohman
Grupo: Usuario
Mensajes: 211
Reputacion: 26
Status: Desconectado / Offline
se me traba el char con cada animacion que hace golpe salto etc pero si hace el dash pero no me gusta que se trabe sad wacko %)

bueno acabo de probar el de omegazero y me salie un buen de errores lo modifique y quedo asi porque como omega lo puso no lo quiere leer el mugen y asi si


comando puse otro porque el stand strong punch lo tengo para otro atake


y asi al hacer el atake se traba el char con la animaicon del dash que hagooooo¡¡¡¡¡¡¡¡¡¡¡¡ wacko wacko wacko




Message edited by armando - Martes, 24-de Mayo-2011, 21:33
 
OmegaZero Fecha: Martes, 24-de Mayo-2011, 23:37 | Message # 172
Knightman
Grupo: Usuario
Mensajes: 406
Reputacion: 21
Status: Desconectado / Offline
Quote (armando)
[Statedef 4000]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 4000

[State 4000, 1]
type = VelSet
trigger1 = 1
4000 = const(velocity.run.fwd.c)

[State 4000, 5]
type = ChangeState
trigger1 = command != "hold_c"
trigger2 = Time = 100
value = 101
ctrl = 1


[Statedef 4000]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 4000

[State 220, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x) <--- ESTO NO LO CAMBIES

[State 220]
type = Afterimage
trigger1 = animelem = 1
time = 100
length = 20
PalBright = 0,0,0
PalContrast = 225,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 4
Trans = add1

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
attr = S, NA
damage = 23, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10,-20;-10, -76
hitsound = S0, 0
guardsound = S0, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 220, 5]
type = ChangeState
trigger1 = command != "hold_z"
trigger2 = Time = 100
value = 101
ctrl = 1



ESTO VA EN EL CMD:

[State -1, Stand Strong Punch]
type = ChangeState
value = 4000
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl




Mi pagina, pasense si quieren: http://faraonmugen.webs.com/

ןןıɥ ıɥɔoɹo ʇıɥs ʎɯ ʞɔıן


Message edited by OmegaZero - Martes, 24-de Mayo-2011, 23:42
 
armando Fecha: Miercoles, 25-de Mayo-2011, 16:28 | Message # 173
Pharaohman
Grupo: Usuario
Mensajes: 211
Reputacion: 26
Status: Desconectado / Offline
listo ya me funciono aqunque tuve que modificarlo de nuevo pero lo logre, cuano otra pregunta mas sad lamento muchisimoo no haber ayudado juro que cuando pueda hacerlo lo hare porque realmente me siento muy mal de que ustedes me ayuden y me den y yo no le haga ni de nada pero prometo ayudar cuando pueda si no ayudo es porque no se como ok?
pero aki la pregunta al crear un char cuando pongo las animaciones me sale winmugen dejo de funcionar me pasa si cambio el tiempo,agregro un sprite,mapeo la imagen me aparece y ya no quiere seguir creandose el char por ese problema de animaciones pero como le hago y si intento quietando las animaciones volviondalas a poner pasa lo mismo y si le quieto algunas animaicones el char queda feo cry




Message edited by armando - Miercoles, 25-de Mayo-2011, 21:43
 
OmegaZero Fecha: Jueves, 26-de Mayo-2011, 21:47 | Message # 174
Knightman
Grupo: Usuario
Mensajes: 406
Reputacion: 21
Status: Desconectado / Offline
Ya me las arregle con el codigo pero solo pude lograr que solo lanze rayos de un solo lado.
Como hago para que los rayos salgan del otro lado?

;-------------------------------------------------------------------
[Statedef 3220]
type = S
physics = S
movetype = A
anim = 3100
sprpriority = 1
ctrl = 0

[State 800, 0]
type = PowerAdd
trigger1 = time = 2
value = -2000

[State 190, 0]
type = VarSet
trigger1 = time = 0
v = 11
value = 0

[State 5120, 4]
type = PlaySnd
trigger1 = time = 0
value = 3220,0

[State 190, 1]
type = Explod
trigger1 = time = 0
anim = 3410
sprpriority = 2
postype = p1
pos = 10,0

[State 1200,***]
type = helper
trigger1 = time = 10
id = 3220
pos = 10,0
postype = p1
stateno = 3221
helpertype = normal
ownpal = 1

[State 1200,***]
type = helper
trigger1 = time = 20
id = 3220
pos = 10,0
postype = p1
stateno = 3221
helpertype = normal
ownpal = 1

[State 1200,***]
type = helper
trigger1 = time = 30
id = 3220
pos = 10,0
postype = p1
stateno = 3221
helpertype = normal
ownpal = 1

[State 1200,***]
type = helper
trigger1 = time = 40
id = 3220
pos = 10,0
postype = p1
stateno = 3221
helpertype = normal
ownpal = 1

[State 1200,***]
type = helper
trigger1 = time = 50
id = 3220
pos = 10,0
postype = p1
stateno = 3221
helpertype = normal
ownpal = 1

[State 1200,***]
type = helper
trigger1 = time = 60
id = 3220
pos = 10,0
postype = p1
stateno = 3221
helpertype = normal
ownpal = 1

[State 190, 0]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3221]
type = A
movetype = A
anim = 3411
sprpriority = 2
ctrl = 0

[State 194, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 190, 0]
type = VelSet
trigger1 = Anim = 3411
x = 0
y = -10

[State 190, 0]
type = Hitdef
trigger1 = 1
attr = A, SP
givepower = 100,100
animtype = Hard
damage = 100,35
hitflag = MA
guardflag = MA
pausetime = 1,10
sparkno = s70
guard.sparkno = s90
sparkxy = 40,-30
hitsound = s0,3
guardsound = s0,4
air.juggle = 1
ground.type = Low
ground.slidetime = 4
ground.hittime = 2
ground.velocity = -3.0, -4
air.velocity = -3.3,-4
fall.yvelocity = 0
air.fall = 1
fall.recover =1
Palfx.time = 5
Palfx.add = 255,255,255
persistent = 0
ignorehitpause = 1

[State 190, 0]
type = ChangeState
trigger1 = Anim = 3411
trigger1 = Pos y < -155
value = 3222

[State 1201,end]
type = Destroyself
trigger1 = time = 30

[Statedef 3222]
type = A
movetype = A
anim = 3412
sprpriority = 2
ctrl = 0

[State 194, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 190, 0]
type = VelSet
trigger1 = Anim = 3412
x = 0
y = 0

[State 190, 0]
type = ChangeAnim
trigger1 = Anim = 3411
trigger1 = Pos x < -155
value = 3412

[State 190, 0]
type = VelSet
trigger1 = Anim = 3412
x = 0
y = 0

[State 190, 0]
type = ChangeState
trigger1 = Anim = 3412
trigger1 = Animtime = 0
value = 3223

[Statedef 3223]
type = A
movetype = A
anim = 3413
sprpriority = 2
ctrl = 0

[State 1200,***]
type = helper
trigger1 = time = 0
id = 3223
pos = -90,0
postype = p1
stateno = 3224
helpertype = normal
ownpal = 1

[State 1200,***]
type = helper
trigger1 = time = 10
id = 3223
pos = -90,0
postype = p1
stateno = 3224
helpertype = normal
ownpal = 1

[State 1200,***]
type = helper
trigger1 = time = 18
id = 3223
pos = -90,0
postype = p1
stateno = 3224
helpertype = normal
ownpal = 1

[State 194, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 190, 0]
type = VelSet
trigger1 = Anim = 3413
x = 10
y = 0

[State 190, 0]
type = Hitdef
trigger1 = 1
attr = A, SP
givepower = 100,100
animtype = Hard
damage = 100,35
hitflag = MA
guardflag = MA
pausetime = 1,10
sparkno = s70
guard.sparkno = s90
sparkxy = 40,-30
hitsound = s0,3
guardsound = s0,4
air.juggle = 1
ground.type = Low
ground.slidetime = 4
ground.hittime = 2
ground.velocity = -3.0, -4
air.velocity = -3.3,-4
fall.yvelocity = 0
air.fall = 1
fall.recover =1
Palfx.time = 5
Palfx.add = 255,255,255
persistent = 0
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeBodyDist <= 0
trigger1 = Stateno = 3225

[State 190, 0]
type = ChangeState
trigger1 = Anim = 3413
trigger1 = FrontEdgeBodyDist <= 0
value = 3225

[Statedef 3224]
type = A
movetype = A
anim = 3413
sprpriority = 2
ctrl = 0

[State 194, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 190, 0]
type = VelSet
trigger1 = Anim = 3413
x = -10
y = 0

[State 190, 0]
type = Hitdef
trigger1 = 1
attr = A, SP
givepower = 100,100
animtype = Hard
damage = 100,35
hitflag = MA
guardflag = MA
pausetime = 1,10
sparkno = s70
guard.sparkno = s90
sparkxy = 40,-30
hitsound = s0,3
guardsound = s0,4
air.juggle = 1
ground.type = Low
ground.slidetime = 4
ground.hittime = 2
ground.velocity = -3.0, -4
air.velocity = -3.3,-4
fall.yvelocity = 0
air.fall = 1
fall.recover =1
Palfx.time = 5
Palfx.add = 255,255,255
persistent = 0
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = BackEdgeBodyDist <= 0
trigger1 = Stateno = 3225

[State 190, 0]
type = ChangeState
trigger1 = Anim = 3413
trigger1 = BackEdgeBodyDist <= 0
value = 3225

[Statedef 3225]
type = A
movetype = A
anim = 3412
sprpriority = 2
ctrl = 0

[State 194, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 190, 0]
type = VelSet
trigger1 = Anim = 3412
x = 0
y = 0

[State 190, 0]
type = ChangeState
trigger1 = Anim = 3412
trigger1 = Animtime = 0
value = 3226

[Statedef 3226]
type = A
movetype = A
anim = 3411
sprpriority = 2
ctrl = 0

[State 194, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 190, 0]
type = VelSet
trigger1 = Anim = 3411
x = 0
y = 10

[State 190, 0]
type = Hitdef
trigger1 = 1
attr = A, SP
givepower = 100,100
animtype = Hard
damage = 100,35
hitflag = MA
guardflag = MA
pausetime = 1,10
sparkno = s70
guard.sparkno = s90
sparkxy = 40,-30
hitsound = s0,3
guardsound = s0,4
air.juggle = 1
ground.type = Low
ground.slidetime = 4
ground.hittime = 2
ground.velocity = -3.0, -4
air.velocity = -3.3,-4
fall.yvelocity = 0
air.fall = 1
fall.recover =1
Palfx.time = 5
Palfx.add = 255,255,255
persistent = 0
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = time = 30

[State 190, 0]
type = ChangeState
trigger1 = Anim = 3411
trigger1 = Pos x < -5
value = 3227

[Statedef 3227]
type = A
movetype = A
anim = 3412
sprpriority = 2
ctrl = 0

[State 194, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 190, 0]
type = VelSet
trigger1 = Anim = 3412
x = 0
y = 0

[State 1201,end]
type = Destroyself
trigger1 = time = 30




Mi pagina, pasense si quieren: http://faraonmugen.webs.com/

ןןıɥ ıɥɔoɹo ʇıɥs ʎɯ ʞɔıן
 
Henryck_XMAN Fecha: Jueves, 26-de Mayo-2011, 23:30 | Message # 175
Pharaohman
Grupo: Usuario
Mensajes: 195
Reputacion: 14
Status: Desconectado / Offline
Como le hago para que los chars se hagan del mismo tamaño de los demas????



Si alguien sabe pofavor me lo podria decir smile










W.I.P:
Mortal Kombat X

Visiten mis Perfiles:
http://www.youtube.com/user/Henryckify
http://profile.imageshack.us/user/henryck_xman
http://www.taringa.net/perfil/Henryck_XMAN
 
armando Fecha: Jueves, 26-de Mayo-2011, 23:45 | Message # 176
Pharaohman
Grupo: Usuario
Mensajes: 211
Reputacion: 26
Status: Desconectado / Offline
ahora si puedo ayudar xd mira vete al cns del char y busca esto

[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;Vertical scaling factor.
ground.back = 15 ;Player width (back, ground)
ground.front = 16 ;Player width (front, ground)
air.back = 12 ;Player width (back, air)
air.front = 12 ;Player width (front, air)
height = 60 ;Height of player (for opponent to jump over)
attack.dist = 160 ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0 ;Set to 1 to scale projectiles too
head.pos = -5, -90 ;Approximate position of head
mid.pos = -5, -60 ;Approximate position of midsection
shadowoffset = 0 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0 ;Player drawing offset in pixels (x, y)

en donde dice:
xscale = 1
yscale = 1

juega con esos valores de 1 y 1 cambialos hasta tener el tamaño que quieras salu2


 
Henryck_XMAN Fecha: Viernes, 27-de Mayo-2011, 00:01 | Message # 177
Pharaohman
Grupo: Usuario
Mensajes: 195
Reputacion: 14
Status: Desconectado / Offline
Haber si lo quiero como el scorpion que esta ahi
como le hago wacko










W.I.P:
Mortal Kombat X

Visiten mis Perfiles:
http://www.youtube.com/user/Henryckify
http://profile.imageshack.us/user/henryck_xman
http://www.taringa.net/perfil/Henryck_XMAN
 
mariotime Fecha: Viernes, 27-de Mayo-2011, 13:30 | Message # 178
Shademan
Grupo: Usuario
Mensajes: 519
Reputacion: 76
Status: Desconectado / Offline
tenes que cambiar esto:
xscale = 1
yscale = 1

por esto:
xscale = 2
yscale = 2





Message edited by mariotime - Viernes, 27-de Mayo-2011, 20:10
 
Henryck_XMAN Fecha: Viernes, 27-de Mayo-2011, 17:02 | Message # 179
Pharaohman
Grupo: Usuario
Mensajes: 195
Reputacion: 14
Status: Desconectado / Offline
Quote (mariotime)
tenes que cambiar esto:
xscale = 1
yscale = 1
por esto:
xscale = 1
yscale = 1


Como???? wacko

Añadido (28 Mayo 2011, 0:02 Am)
---------------------------------------------
Bueno en esos lugares puse un en ambos y me salio asi

Porfas diganme como lo arreglo smile










W.I.P:
Mortal Kombat X

Visiten mis Perfiles:
http://www.youtube.com/user/Henryckify
http://profile.imageshack.us/user/henryck_xman
http://www.taringa.net/perfil/Henryck_XMAN
 
armando Fecha: Viernes, 27-de Mayo-2011, 17:53 | Message # 180
Pharaohman
Grupo: Usuario
Mensajes: 211
Reputacion: 26
Status: Desconectado / Offline
ponlo 0.96 o 0.60 para que queda mas chico o grande es que eso es como los numeros decimales

 
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