A place to have fun with Mugen
 
PortalHomeFAQMemberlistSearchRegisterComic WIP TrackerDownloadsLog inChat
Website Navigation Help
Translate the Website
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Latest topics
» Dormammu Remake
by yolomate Today at 8:44 am

» CAPCOMNATOR CPS2 STAGEPACK 2 wip
by Mr.Ketchup Today at 8:02 am

» UMVC3 Voice Files By MGMURROW
by majic babi Today at 2:34 am

» BEST SCREEN PACK WITH Smoother Graphics, Less Pixels?????
by SIRALEXBABY Today at 2:22 am

» This one some one have it? please I need it
by chuchoryu Today at 1:49 am

» Street Fighter V discussion topic
by chuchoryu Today at 1:46 am

Special Features at MMV






Chat on MMV w/ Discord


Share | 
 

 Animation problem

View previous topic View next topic Go down 
AuthorMessage
Blade



Posts : 406
Join date : 2012-11-07

PostSubject: Animation problem   June 15th 2015, 11:25 am

ok i need a help with my block effect

1. Effect should be in front of him, so not behind his cape (1st effect than player)

2. Effect should appear only once and not twice.






;==========block fx-----------------------------------
[Statedef 7093]
type=S
physics=N
movetype=I
anim=7093
ctrl=0
velset=0,0
poweradd=0
sprpriority=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S10,2
volume = 0
channel = -1
freqmul = 2


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

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0-(time*20),0-(time*20),0-(time*20)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >=30
trigger2 = parent,movetype = H
;ignorehitpause =
;persistent =




-----common.cns----




;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S


[State 130, carga]
type=helper
trigger1=time = 0
helpertype=normal
stateno=7093
ID=7093
name="fx"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
size.xscale = .7
size.yscale = .7






[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
Back to top Go down
View user profile
borewood2013

avatar

Posts : 5226
Join date : 2014-08-11

PostSubject: Re: Animation problem   June 15th 2015, 12:23 pm

>> 1. Effect should be in front of him, so not behind his cape (1st effect than player)
[Statedef 7093]
....
sprpriority=0       ;;;;;; <--make it to something higher like 10

and add a SprPriority state controller for more safety:
[State 7093, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

>> 2. Effect should appear only once and not twice.
for the "fx" Helper calling:
[State 130, carga]
type=helper
triggerall = NumHelper(7093) = 0   ;;;;;; <-- add this NumHelper trigger for more safety
trigger1=time = 0
helpertype=normal
stateno=7093
ID=7093
name="fx"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
size.xscale = .7
size.yscale = .7

for the "fx" Helper DestroySelf state controller:
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >=30
trigger2 = parent,movetype = H
trigger3 = Parent, NumHelper(7093) > 1   ;;;;;; <-- add this NumHelper trigger for more safety
;ignorehitpause =
;persistent =

And, in your .air file, for the Action 7093 used by the "fx" Helper:
[Begin Action 7093]
7093,0, 0,0, #
7093,1, 0,0, #
7093,2, 0,0, #
7093,3, 0,0, #
...................
-1,0, 0,0, ## ;;;;;; <-- add this invisible frame at the end and give it some time ## which is just enough to last for the rest of guard/block stun

There are also some other ways for your #2. issue besides the above one, including:

[State 130, carga]
type=helper
triggerall = NumHelper(7093) = 0 
trigger1=time = 0
helpertype=normal
stateno=7093
ID=7093
name="fx"
postype=p1
pos = 0,0
ownpal=1
persistent=0    ;;;;;; <-- make it to something higher like 6 or 12
supermovetime=9999
size.xscale = .7
size.yscale = .7

OR

[State 130, carga]
type=helper
triggerall = NumHelper(7093) = 0
trigger1=time = 0   ;;;;;; <-- use some trigger like TimeMod = #,0 where # is longer than the 2nd second "fx" Helper Action 7093 animation time
helpertype=normal
stateno=7093
ID=7093
name="fx"
postype=p1
pos = 0,0
ownpal=1
;;;;persistent=0
supermovetime=9999
size.xscale = .7
size.yscale = .7

Some other ways, you can try to experiment yourself. Wink
Back to top Go down
View user profile https://onedrive.live.com/?cid=7DB65F02B0BBD12E
Blade



Posts : 406
Join date : 2012-11-07

PostSubject: Re: Animation problem   June 15th 2015, 1:00 pm

thanks for your help, i fixed that 1st
it still appears two times. but ok atleast we have fixed that 1st problem
Back to top Go down
View user profile
borewood2013

avatar

Posts : 5226
Join date : 2014-08-11

PostSubject: Re: Animation problem   June 15th 2015, 1:06 pm

Zox wrote:
thanks for your help, i fixed that 1st
it still appears two times. but ok atleast we have fixed that 1st problem

The #2. issue is still there after you tried the ways I listed?  I guess those ways should have fixed the #2. issue... Rolling Eyes
It is because I came across with similar #2. issue before and those ways worked for me......at least the "invisible frame added to the end of an animation Action of the VFX to make it last longer" should have been working.......... scratch
Back to top Go down
View user profile https://onedrive.live.com/?cid=7DB65F02B0BBD12E
Blade



Posts : 406
Join date : 2012-11-07

PostSubject: Re: Animation problem   June 15th 2015, 1:24 pm

this effect is on block code, but i have also a start block code. so when i add it there its then very short but he preforms it only once like he should, but its short
Back to top Go down
View user profile
borewood2013

avatar

Posts : 5226
Join date : 2014-08-11

PostSubject: Re: Animation problem   June 15th 2015, 1:56 pm

Found out that the 2nd second "fx" Helper appearance happens during StateDef 140, which is weird because there is no "fx" Helper calling in StateDef 140 since you put it in StateDef 130 only.

As a result, in the "fx" Helper StateDef 7093, we have to destroy it and make PlaySnd not activate when P1 is in StateDef 140:

;==========block fx-----------------------------------
[Statedef 7093]
type=S
physics=N
movetype=I
anim=7093
ctrl=0
velset=0,0
poweradd=0
sprpriority=10


[State 0, PlaySnd]
type = PlaySnd
triggerall = Parent, StateNo != 140  ;;; <-- add this extra trigger
trigger1 = animelem = 1
value = S10,2
volume = 0
channel = -1
freqmul = 2


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

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0-(time*20),0-(time*20),0-(time*20)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >=30
trigger2 = parent,movetype = H
trigger3 = Parent, NumHelper(7093) > 1
trigger4 = Parent, StateNo = 140   ;;; <-- add this extra trigger
;ignorehitpause =
;persistent =
Back to top Go down
View user profile https://onedrive.live.com/?cid=7DB65F02B0BBD12E
Blade



Posts : 406
Join date : 2012-11-07

PostSubject: Re: Animation problem   June 15th 2015, 2:36 pm

ok thanks pal
Back to top Go down
View user profile
 
Animation problem
View previous topic View next topic Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
The Mugen Multiverse :: Mugen :: Mugen Help-
Jump to: