Tema oficial de ayuda [NO CREAR MAS TEMAS CON PREGUNTAS]
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armando |
Fecha: Martes, 24-de Mayo-2011, 21:05 | Message # 171 |
Pharaohman
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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 %)
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¡¡¡¡¡¡¡¡¡¡¡¡
Message edited by armando - Martes, 24-de Mayo-2011, 21:33 |
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OmegaZero |
Fecha: Martes, 24-de Mayo-2011, 23:37 | Message # 172 |
Knightman
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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 |
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armando |
Fecha: Miercoles, 25-de Mayo-2011, 16:28 | Message # 173 |
Pharaohman
Grupo: Usuario
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listo ya me funciono aqunque tuve que modificarlo de nuevo pero lo logre, cuano otra pregunta mas 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
Message edited by armando - Miercoles, 25-de Mayo-2011, 21:43 |
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OmegaZero |
Fecha: Jueves, 26-de Mayo-2011, 21:47 | Message # 174 |
Knightman
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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 |
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Henryck_XMAN |
Fecha: Jueves, 26-de Mayo-2011, 23:30 | Message # 175 |
Pharaohman
Grupo: Usuario
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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
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 |
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armando |
Fecha: Jueves, 26-de Mayo-2011, 23:45 | Message # 176 |
Pharaohman
Grupo: Usuario
Mensajes: 211
Reputacion: 26
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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
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Henryck_XMAN |
Fecha: Viernes, 27-de Mayo-2011, 00:01 | Message # 177 |
Pharaohman
Grupo: Usuario
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Reputacion: 14
Status: Desconectado / Offline |
Haber si lo quiero como el scorpion que esta ahi como le hago
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 |
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mariotime |
Fecha: Viernes, 27-de Mayo-2011, 13:30 | Message # 178 |
Shademan
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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 |
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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???? Añadido (28 Mayo 2011, 0:02 Am) --------------------------------------------- Bueno en esos lugares puse un en ambos y me salio asi Porfas diganme como lo arreglo
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 |
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armando |
Fecha: Viernes, 27-de Mayo-2011, 17:53 | Message # 180 |
Pharaohman
Grupo: Usuario
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Reputacion: 26
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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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