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blister
Дата: Среда, 08.08.2012, 21:33 | Сообщение # 166
разобрался, удалить
AMaTePaCy
Дата: Четверг, 16.08.2012, 12:42 | Сообщение # 167
Ребятишечки, помогите мне, создал для перса вторую форму, но при получении урона, он переходит в первую форму, все вроде правильно прописал, в стейте 5000 и т.д., может где-то надо еще что-то написать?)) biggrin
Aragorn
Дата: Четверг, 16.08.2012, 16:02 | Сообщение # 168
AMaTePaCy, только с 5000 до 5500 меняешь
AMaTePaCy
Дата: Пятница, 17.08.2012, 12:04 | Сообщение # 169
Aragorn,

Все же правильно?_)

; HITG_SHAKE
[Statedef 5000]
type = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
triggerall = var(10) = 0
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
triggerall = var(10) = 0
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
triggerall = var(10) = 0
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
triggerall = var(10) = 0
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
triggerall = var(10) = 0
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time
trigger1 = var(10) = 1
value = 100007

[State 0, HitOverride]
type = HitOverride
trigger1 = var(10) = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 1
stateno = 5000
time = 1
forceair = 0

[State 5000, 7]
type = ChangeState
triggerall = var(10) = 1
trigger1 = HitShakeOver
trigger1 = HitOver
trigger1 = GetHitVar(yvel) = 0
value = 100000

[State 5000, 7]
type = ChangeState
triggerall = var(10) = 1
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
trigger1 = time > 1
value = 100008

[State 5000, 6]
type = ChangeState
triggerall = var(10) = 0
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
triggerall = var(10) = 0
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
Aragorn
Дата: Пятница, 17.08.2012, 12:32 | Сообщение # 170
в changestate убери вары.
AMaTePaCy
Дата: Пятница, 17.08.2012, 12:33 | Сообщение # 171
Aragorn, везде?
Aragorn
Дата: Пятница, 17.08.2012, 12:43 | Сообщение # 172
я с телефона написал. Приду домой напишу тебе полностью че надо.
AMaTePaCy
Дата: Пятница, 17.08.2012, 12:44 | Сообщение # 173
Aragorn, тоже самое
Aragorn
Дата: Пятница, 17.08.2012, 13:43 | Сообщение # 174
; HITG_SHAKE
[Statedef 5000]
type = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0 & var(10) = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0 & var(10) = 1
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),300,310) + GetHitVar(animtype) тут где 300,310 ставь свою анимацию для второй формы

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0 & var(10) = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0 & var(10) = 1
trigger1 = GetHitVar(animtype) = [3,5]
value = 330- тут свою анимацию анимацию для 2 формы

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = var(10) = 1
trigger1 = anim = 300 тут меняй
trigger2 = var(10) = 1
trigger2 = anim = 310 и тут
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = var(10) = 1
trigger1 = anim = 301 - тут
trigger2 = var(10) = 1
trigger2 = anim = 311-тут
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[State 5000, FFB Hard]
type = ForceFeedback
triggerall = var(10) = 1
trigger1 = anim = 302-тут
trigger2 = anim = 312-тут
trigger3 = anim = 330-тут
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

вот собственно и все. меняй анимации на тебе что у тебя есть
AMaTePaCy
Дата: Пятница, 17.08.2012, 16:17 | Сообщение # 175
Aragorn,

Скажи, что я не правильно сделал, все тоже самое((

[Statedef 100007]
type = S
movetype = I
physics = S
sprpriority = 1
anim = 100007
velset = 0,0
ctrl = 0

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 1
stateno = 5000
time = 1
forceair = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = !time
value = -gethitvar(damage)
kill = 1
absolute = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = hitshakeover = 1
trigger1 = gethitvar(yvel) != 0
trigger1 = hitover = 1
value = 100008
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = hitshakeover = 1
trigger1 = gethitvar(yvel) = 0
trigger1 = hitover = 1
value = 100000
ctrl = 0

[Statedef 100008]
type = S
movetype = I
physics = S
sprpriority = 1
anim = 100008
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10 ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 1
stateno = 5000
time = 1
forceair = 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = gethitvar(yvel)

[State 0, VelSet]
type = VelSet
trigger1 = anim = 100008
x = -(abs(var(10)))

[State 0, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 0, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = pos y > 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y = 0 && time > 0
value = 100009
ctrl = 0

[Statedef 100009]
type = S
movetype = I
physics = S
sprpriority = 1
anim = 100009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = anim = 100009 && animtime = 0
value = 100000
ctrl = 0

И вот:

;---------------------------------------------------------------------------
; HITG_SHAKE
[Statedef 5000]
type = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0 & var(10) = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0 & var(10) = 1
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),100007,100008) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0 & var(10) = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0 & var(10) = 1
trigger1 = GetHitVar(animtype) = [3,5]
value = 100000

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = var(10) = 1
trigger1 = anim = 100007
trigger2 = var(10) = 1
trigger2 = anim = 100008
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = var(10) = 1
trigger1 = anim = 100007
trigger2 = var(10) = 1
trigger2 = anim = 100008
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
triggerall = var(10) = 0
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[State 5000, FFB Hard]
type = ForceFeedback
triggerall = var(10) = 1
trigger1 = anim = 100007
trigger2 = anim = 100008
trigger3 = anim = 100009
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
Aragorn
Дата: Пятница, 17.08.2012, 19:14 | Сообщение # 176
обьясни что за стейты 100007-100009. в 5000 правильно. Но прокодировал ли ты changeanim во всех движениях? с 0 и по моему до 155. И с 5000 до 5500?
Aragorn
Дата: Среда, 22.08.2012, 20:12 | Сообщение # 177
А теперь мне нужна помощь. Уже много бьюсь на этим никак не могу сделать. Например у мадары фул сусано. Спрайты мега большие и еле помещается даже в половину своего роста. Сусано то подогнать по размеру можно. И своего перса подогнать можно чтобы он крошечным стал. А вот как укоротить\увеличить противника загадка. Знаю 2 способа но они не реализуют полностью то, что хочу. Может, возможно, как то отдалять\приближать камеру в мугене?В коде с персом нельзя но может в арене?
Black_White
Дата: Вторник, 28.08.2012, 17:52 | Сообщение # 178
Aragorn, можешь помочь я создал чидори для саске но когда он бежит то вместе с анимацией бега бежит анимация когда он сидя создает чидори?
Вот почему так

Вот код чидори!
Aragorn
Дата: Вторник, 28.08.2012, 19:40 | Сообщение # 179
попробуй убрать explod
Black_White
Дата: Вторник, 28.08.2012, 21:18 | Сообщение # 180
Aragorn, Ok!

Добавлено (28.08.2012, 21:18)
---------------------------------------------
Aragorn, а вместто explod какую функцию ставить?

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