Tema oficial de ayuda [NO CREAR MAS TEMAS CON PREGUNTAS]
armando
Fecha: Savado, 21-de Mayo-2011, 21:08 | Message # 161
Pharaohman
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bueno una pregunta mas y despues de resolver esta y la anterior no preguntare tanto ok bueno como le puedo hacer para que un char pueda volar? nota no copeo codigos intentando que funcionen por arte de magia los copeo los pongo y programos comandos pero no me funciona alguien me puede decir como
mariotime
Fecha: Savado, 21-de Mayo-2011, 21:12 | Message # 162
Shademan
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Justamente hoy empese a hacer un char volador. En el CNS debes poner este codigo:
; Jump Start
[Statedef 40]
type = A
physics = N
anim = 0
ctrl = 1
sprpriority = 1
[State 40, 4] type = VelSet trigger1 = command != "holdfwd" trigger2 = command != "holdback" trigger3 = command != "holdup" trigger4 = command != "holddown" x = 0 y = 0
[State 40, 4] type = VelSet trigger1 = command = "holdfwd" x = 3
[State 40, 4] type = VelSet trigger1 = command = "holdback" x = -3
[State 40, 4] type = VelSet triggerall = command = "holdup" trigger1 = Pos Y >= -100 y = -3
[State 40, 4] type = VelSet triggerall = command = "holddown" trigger1 = Pos Y <= 0 y = 3
[State 370, end2] type = changestate trigger1 = !alive trigger1= Lose=1 trigger2 = Win=1 trigger3 = DrawGame=1 value = 50
[State 0, 4] ; esto es para que se muera. type = ChangeState trigger1 = !alive value = 5150
Te aconsejo que lo pongas antes que los otros statedefs. Suerte con eso
armando
Fecha: Savado, 21-de Mayo-2011, 21:34 | Message # 163
Pharaohman
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y que solo copio el codigo porque al ponerselo antes o despues de todos los state def sin volar atacka pero al volar no vuelve a atackar
Message edited by armando - Savado, 21-de Mayo-2011, 21:40
mariotime
Fecha: Savado, 21-de Mayo-2011, 21:40 | Message # 164
Shademan
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Eso mismo me pasa a mi, y no se como resolverlo . Solo te puedo ayudar en eso
armando
Fecha: Domingo, 22-de Mayo-2011, 00:24 | Message # 165
Pharaohman
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emiliano me dijo: tenes que agregar comandos que digan que el ataque si puede realizar cuando el char esta en el statedef que esta flotando Triggerall = stateno = 500 ;(500 es un ejemplo, tenes que poner el statedef que usaste) pero no entiendo %) eso que dijo el statedef que use en que? bueno como le puedo meter un dash attack a un char ya lo intente el statedef del atacke es este:
[Statedef -1]
;dash attack [State -1, dash attack] type = ChangeState value = 4000 triggerall = command = "dash attack" trigger1 = (statetype = s) && ctrl
como le puedo hacer ya que al apretar la "c" no hace nada ayudenme PD: aun necesito ayuda con eso de volar ok salu2
Message edited by armando - Domingo, 22-de Mayo-2011, 19:46
OmegaZero
Fecha: Martes, 24-de Mayo-2011, 18:09 | Message # 166
Knightman
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Alguien podria decirme como hacer que los rayos cambien de direccion cuando toquen las paredes de los costados? Algo mas, necesito saber porque cuando hago ese ataque varias veces, cada vez hay menos projectiles.
;------------------------------------------------------------------- [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 trigger2 = time = 20 trigger3 = time = 30 trigger4 = time = 40 trigger5 = time = 50 trigger6 = time = 60 id = 3220 pos = 10,0 postype = p1 stateno = 3221 helpertype = normal ownpal = 1 [State 1200,***] type = helper trigger1 = time = 10 trigger2 = time = 20 trigger3 = time = 30 trigger4 = time = 40 trigger5 = time = 50 trigger6 = time = 60 id = 3220 pos = 10,0 postype = p1 stateno = 3222 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 = ChangeAnim trigger1 = Anim = 3411 trigger1 = Pos y < -155 value = 3412 [State 190, 0] type = VelSet trigger1 = Anim = 3412 x = 0 y = 0 [State 190, 0] type = ChangeAnim trigger1 = Anim = 3412 trigger1 = Animtime = 0 value = 3413 [State 190, 0] type = VelSet trigger1 = Anim = 3413 x = 10 y = 0 [State 190, 1] type = Explod trigger1 = Pos x > 140 trigger1 = NumExplod(3412) = 0 trigger1 = Anim = 3413 anim = 3414 sprpriority = 2 postype = p1 pos = 0,-65 vfacing = -1 ID = 3412 [State 1201,end] type = Destroyself trigger1 = Pos x > 140 trigger1 = Anim = 3413 [Statedef 3222] 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 = ChangeAnim trigger1 = Anim = 3411 trigger1 = Pos y < -155 value = 3412 [State 190, 0] type = VelSet trigger1 = Anim = 3412 x = 0 y = 0 [State 190, 0] type = ChangeAnim trigger1 = Anim = 3412 trigger1 = Animtime = 0 value = 3413 [State 190, 0] type = VelSet trigger1 = Anim = 3413 x = -10 y = 0 [State 190, 1] type = Explod trigger1 = Pos x > 140 trigger1 = NumExplod(3412) = 0 trigger1 = Anim = 3413 anim = 3414 sprpriority = 2 postype = p1 pos = 0,-65 vfacing = -1 ID = 3412 [State 1201,end] type = Destroyself trigger1 = Pos x > 140 trigger1 = Anim = 3413 [Statedef 3223] 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 = ChangeAnim trigger1 = Anim = 3411 trigger1 = Pos y < -155 value = 3412 [State 190, 0] type = VelSet trigger1 = Anim = 3412 x = 0 y = 0 [State 190, 0] type = ChangeAnim trigger1 = Anim = 3412 trigger1 = Animtime = 0 value = 3413 [State 190, 0] type = VelSet trigger1 = Anim = 3413 x = 10 y = 0 [State 190, 1] type = Explod trigger1 = Pos y > 140 trigger1 = NumExplod(3412) = 0 trigger1 = Anim = 3413 anim = 3414 sprpriority = 2 postype = p1 pos = 0,-65 vfacing = -1 ID = 3412 [State 1201,end] type = Destroyself trigger1 = Pos y > 140 trigger1 = Anim = 3413
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mariotime
Fecha: Martes, 24-de Mayo-2011, 19:03 | Message # 167
Shademan
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Quote (armando )
;dash attack [State -1, dash attack] type = ChangeState value = 4000 triggerall = command = "dash attack" trigger1 = (statetype = s) && ctrl
Ese es el comando del ataque, tal ves te confundiste y lo pusiste en el cns, no sé.
armando
Fecha: Martes, 24-de Mayo-2011, 20:14 | Message # 168
Pharaohman
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no me funciona bueno olvidenlo necesito que alguien me explique mejor como hcaerlo ok?
mariotime
Fecha: Martes, 24-de Mayo-2011, 20:41 | Message # 169
Shademan
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Este es el dash attack que usa mi char de Bowser: Debes poner esto en el CNS:
;--------------------------------------------------------------------------- ;/ Slam [Statedef 1100] anim = 1100 velset = 0,0 ctrl = 0 poweradd = 100 [State 1100, Dash] type = ChangeState trigger1 = AnimTime = 0 value = 1101 ; ____________________________________________________________________________________________________ ;/ Slam - Dash [Statedef 1101] type = S movetype = A anim = 1101 velset = 9,0 [State 1101, PlaySnd] type = PlaySnd trigger1 = Time = 0 value = 1100,0 [State 1101, Explod] type = Explod trigger1 = Time = 0 anim = 1102 id = 1101 sprpriority = 3 ownpal = 1 [State 1101, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1101, ScreenBound] type = ScreenBound trigger1 = 1 value = 0 movecamera = FrontEdgeDist > 0,1 [State 1101, HitDef] type = HitDef trigger1 = !MoveContact attr = S, NA guardflag = M hitflag = MAF animtype = Hard priority = 4, Hit damage = 50,0 pausetime = 0,1 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 air.type = Low ground.slidetime = 15 ground.hittime = 15 air.hittime = 15 ground.velocity = -4,-4 guard.velocity = -4 air.velocity = -4,-3 airguard.velocity = -4 ground.cornerpush.veloff = 0 fall = 1 [State 1101, EnvShake] type = EnvShake trigger1 = FrontEdgeDist <= 0 time = 20 ampl = -2 [State 1101, PlaySnd] type = PlaySnd trigger1 = FrontEdgeDist <= 0 value = 190,0 [State 1101, Jump Back] type = ChangeState trigger1 = FrontEdgeDist <= 0 value = 1102 [State 1101, ChangeState] type = ChangeState trigger1 = Time = 20 value = 0 ctrl = 1 ; ____________________________________________________________________________________________________ ;/ Slam - Jump Back [Statedef 1102] type = A physics = A anim = 46 velset = Const(velocity.jump.back.x),Const(velocity.jump.y) [State 1101, Null] type = Null trigger1 = 1 ;-------------------------------------------------
Esto en el CMD: Y hacer una animacion de cuando se prepara para atacar (numero 1100), y otra mientras ataca (numero 1101). Si lo haces al pie de la letra seguro funciona
Message edited by mariotime - Martes, 24-de Mayo-2011, 20:41
OmegaZero
Fecha: Martes, 24-de Mayo-2011, 20:47 | Message # 170
Knightman
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Pon esto en tu CNS para el ataque con dash: [Statedef X] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = X [State 220, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) [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 = SX, X guardsound = SX, X 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 = SX,X 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 y esto va en el cmd: [State -1, Stand Strong Punch] type = ChangeState value = X triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl Las "X" son para que los reemplazes por algun valor como 220 o 300 o cualquier numero Ahora ayudenme con mi problema
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Message edited by OmegaZero - Martes, 24-de Mayo-2011, 21:30