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TheMegaXFB Fecha: Jueves, 23-de Junio-2011, 16:06 | Message # 191
Shadowman
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Hola, me ayudan a hacer que mi char tire un rayo tipo War Machine MVC


 
Henryck_XMAN Fecha: Miercoles, 29-de Junio-2011, 21:21 | Message # 192
Pharaohman
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Una pregunta rapida:
¿Quien sabe como se hace un char 3D?

Bueno espero sus respuestas biggrin










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Ultrakuraimephiles Fecha: Viernes, 15-de Julio-2011, 23:28 | Message # 193
Pharaohman
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Una pregunta,como esconder un char en la seleccion de char?

 
The_Virus_X Fecha: Viernes, 15-de Julio-2011, 23:57 | Message # 194
Welcome To Hell
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Quote (Ultrakuraimephiles)
Una pregunta,como esconder un char en la seleccion de char?



[/spoiler]




 
Ultrakuraimephiles Fecha: Savado, 16-de Julio-2011, 01:15 | Message # 195
Pharaohman
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Gracias

 
mariotime Fecha: Lunes, 18-de Julio-2011, 12:44 | Message # 196
Shademan
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Como hacer para limitar la cantidad de proyectiles que puede tirar un char a la vez? O sea como hacer que un char pueda lanzar como maximo 2 proyectiles seguidos.


 
virusx Fecha: Miercoles, 20-de Julio-2011, 22:23 | Message # 197
Shadowman
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Saben donde puedo encontrar un tutorial que me explique las variables



 
megamugenteam Fecha: Martes, 02-de Agosto-2011, 16:09 | Message # 198
Admin
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Para arthas, aca esta el codigo del ataque de knuckles, donde se entierra en el suelo y sale disparado contra el enemigo:

LO QUE ESTÄ EN ROJO SON LOS HELPERS DE LAS ROCAS QUE SALEN DEL PISO; NO EN NESESARIO QUE LOS PONGAS SI NO SABES HACER LOS HELPERS

;---------------------------------------------------------------------------
;major eruption
[statedef 1100]
type = A
movetype = A
Physics = N
anim = 1100
ctrl = 0

[state 1010]
type = playsnd
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = var(20) > 0
trigger1 = numexplod(410) = 0
value = F31,2
volume = 200

[state 1010]
type = Explod
trigger1 = movehit
trigger1 = numexplod(410) = 0
trigger1 = var(20) > 0
anim = F410
ID = 410
pos = 0,-10
postype = p2
facing = -1
bindtime = -1
removetime = -2
sprpriority = 100
ignorehitpause = 1
persistent = 0

[state 1070]
type = poweradd
trigger1 = time = 1
value = ifelse(power >= 1000, -1000, -50)

[state 1070]
type = varset
trigger1 = time = 0
trigger1 = power >= 1000
v = 20
value = 1100

[state 1070]
type = varset
trigger1 = time = 0
trigger1 = power < 1000
v = 20
value = 0

[state 1100]
type = attackmulset
trigger1 = var(20) = 1100
value = 2

[State 205, 2]
type = PlaySnd
trigger1 = Time = 0
value = F30, 5
volume = 255
channel = 6

[state 1100]
type = playerpush
trigger1 = 1
value = 0

[State 1100, 2]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 60
animtype = back
hitflag = MA
guardflag = MA
pausetime = 0,12
sparkxy = 0,-15
sparkno = 1
hitsound = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 1,0)
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3,0
air.velocity = -3,0
down.velocity = -4,0
down.hittime = 20
getpower = ifelse(var(20) > 0, 75,35),0
givepower = 0,ifelse(var(20) > 0, 250,35)

[state 1100]
type = velset
trigger1 = time = 0
y = 5

[state 1100]
type = veladd
trigger1 = pos Y< -4
y = 0.2

[state 1100]
type = velset
trigger1 = pos Y>= -4
x = 0
y = 0

[state 1100]
type = changestate
trigger1 = pos Y>= -4
value = 1101
ctrl = 0

;major eruption dig in
[statedef 1101]
type = S
movetype = I
Physics = S
anim = 1101
ctrl = 0
velset = 0,0

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 3
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 0,0
postype = p1
ownpal = 1
size.xscale = .05
size.yscale = .05

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 4
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 0,0
postype = p1
ownpal = 1
size.xscale = .05
size.yscale = .05

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 5
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -1,-1
postype = p1
ownpal = 1
size.xscale = .05
size.yscale = .05

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 4
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 1,-1
postype = p1
ownpal = 1
size.xscale = .05
size.yscale = .05

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 3
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -3,-2
postype = p1
ownpal = 1
size.xscale = .10
size.yscale = .10

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 2
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 3,-2
postype = p1
ownpal = 1
size.xscale = .10
size.yscale = .10

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 1
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -5,-3
postype = p1
ownpal = 1
size.xscale = .10
size.yscale = .10

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 0
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 5,-3
postype = p1
ownpal = 1
size.xscale = .10
size.yscale = .10

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 1
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -7,3
postype = p1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 2
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 7,3
postype = p1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 3
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -12,5
postype = p1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 4
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 12,5
postype = p1
ownpal = 1
size.xscale = .15
size.yscale = .15


[state 1101]
type = nothitby
trigger1 = 1
value = SCA

[state 1101]
type = stopsnd
trigger1 = time = 10
channel = 6

[State 205, 2]
type = PlaySnd
trigger1 = Time = 0
value = F40, 3
volume = 255

[State 1101, ]
type = Explod
trigger1 = time = 0
anim = F240
ID = 240
pos = 0,0
removetime = -2
sprpriority = 100
ignorehitpause = 1
persistent = 1

[state 1101]
type = posset
trigger1 = time = 0
y = 0

[State 1101, ]
type = Explod
trigger1 = time = 24
anim = F241
ID = 241
pos = 0,0
removetime = -1
bindtime = -1
sprpriority = 100
ignorehitpause = 1
persistent = 1

[state 1101]
type = removeexplod
trigger1 = time = 180
trigger2 = command = "y"
ID = 241

[state 1101]
type = veladd
trigger1 = numexplod(241) = 1
trigger1 = command = "holdfwd"
trigger1 = vel X<= 5
x = 0.8

[state 1101]
type = veladd
trigger1 = numexplod(241) = 1
trigger1 = command = "holdback"
trigger1 = vel X>= -5
x = -0.8

[state 1101]
type = turn
trigger1 = p2dist X < -10

[state 1101]
type = velset
trigger1 = command != "holdfwd" && command != "holdback"
x = 0

[state 1101]
type = nothitby
trigger1 = numexplod(241) = 1
value = SCA

[state 1101]
type = playerpush
trigger1 = numexplod(241) = 1
value = 0

[state 1101]
type = changestate
trigger1 = time = 180
trigger2 = command = "y"
value = 1102
ctrl = 0

[state 1101];ai
type = changestate
triggerall = var(59) = 1
trigger1 = p2dist x = [-20,20]
value = 1102
ctrl = 0

;major eruption uppercut
[statedef 1102]
type = A
movetype = A
physics = S
ctrl = 0
anim = 1102

[state 1101]
type = removeexplod
trigger1 = time = 0
ID = 241

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 3
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 0,0
postype = p1
ownpal = 1
size.xscale = .05
size.yscale = .05

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 4
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 0,0
postype = p1
ownpal = 1
size.xscale = .05
size.yscale = .05

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 5
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -1,-1
postype = p1
ownpal = 1
size.xscale = .05
size.yscale = .05

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 4
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 1,-1
postype = p1
ownpal = 1
size.xscale = .05
size.yscale = .05

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 3
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -3,-2
postype = p1
ownpal = 1
size.xscale = .10
size.yscale = .10

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 2
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 3,-2
postype = p1
ownpal = 1
size.xscale = .10
size.yscale = .10

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 1
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -5,-3
postype = p1
ownpal = 1
size.xscale = .10
size.yscale = .10

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 0
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 5,-3
postype = p1
ownpal = 1
size.xscale = .10
size.yscale = .10

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 1
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -7,3
postype = p1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 2
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 7,3
postype = p1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 3
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = -12,5
postype = p1
ownpal = 1
size.xscale = .15
size.yscale = .15

[State 0, Helper]; roca grande
type = Helper
trigger1 = time = 4
helpertype = normal
name = "roca"
ID = 4000
stateno = 4000
pos = 12,5
postype = p1
ownpal = 1
size.xscale = .15
size.yscale = .15

[state 1010]
type = playsnd
trigger1 = uniqhitcount = 1 && (movehit)
trigger1 = var(20) > 0
trigger1 = numexplod(410) = 0
value = F31,2
volume = 200

[state 1010]
type = Explod
trigger1 = movehit
trigger1 = numexplod(410) = 0
trigger1 = var(20) > 0
anim = F410
ID = 410
pos = 0,-10
postype = p2
facing = -1
bindtime = -1
removetime = -2
sprpriority = 100
ignorehitpause = 1
persistent = 0

[state 1100]
type = attackmulset
trigger1 = var(20) = 1100
value = 2

[State 205, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1, 4
volume = 255
channel = 1

[state 1100]
type = playerpush
trigger1 = 1
value = 0

[state 1102]
type = velset
trigger1 = time = 18
y = -8

[state 1102]
type = statetypeset
trigger1 = time = 19
statetype = A
movetype= I
physics = A

[state 1102]
type = gravity
trigger1 = time > 18

[state 1102]
type = velset
trigger1 = time > 28
y = 0

[State 1102, 2]
type = HitDef
trigger1 = time = 10
attr = S, HA
damage = 60
animtype = back
hitflag = MA
guardflag = MA
pausetime = 0,12
sparkxy = 0,-15
sparkno = 1
hitsound = ifelse(enemy, animexist(7997), 8,5),ifelse(enemy, animexist(7996), 4,3)
guardsound = 6,0
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1,-6
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 1
getpower = ifelse(var(20) > 0, 75,35),0
givepower = 0,ifelse(var(20) > 0, 250,35)

[state 1102]
type = changestate
trigger1 = animtime = 0
value = 50

;---------------------------------------------------------------------------




 
Lain_Mitsuki Fecha: Martes, 23-de Agosto-2011, 10:03 | Message # 199
Cutman
Grupo: Usuario
Mensajes: 5
Reputacion: 0
Status: Desconectado / Offline
Hola a todos.

Estoy tratando de crear a mi primer char, pero a la hora de probar si se movía, ése no daba ni un solo paso... He estado buscando algún tutorial que dijera cómo hacer saltar a tu personaje, o que camine, pero aún no lo he encontrado...

¿Podéis ayudarme, por favor? No sé prácticamente nada sobre programar chars, y no sé que puedo hacer. (Por algo se empieza...)

Y además, probando a lazar un proyectil, éste impacta y hace daño al oponente, pero mi char se queda repitiendo la acción de lanzar el proyectil, como un ciclo... Lo hice usando la opción que te da el programa. ¿Cómo puedo solucionarlo?
 
virusx Fecha: Martes, 23-de Agosto-2011, 14:02 | Message # 200
Shadowman
Grupo: Usuario
Mensajes: 107
Reputacion: 32
Status: Desconectado / Offline
Facil
cuando empiezes mejor usa una plantilla "Electybe Player" para ser mas exacto
asi solo creas un nuevo archivo sff para hacerlo como tu quieras




 
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