| Обновленные темы · Новые сообщения · Участники · Правила форума · Поиск · RSS |
| Модератор форума: Manoichi, Skamp |
| Mugen Форум | Сообщество разработчиков M.U.G.E.N Туториалы / Tutorials Помощь в кодинге |
| Помощь в кодинге |
|
Дата: Среда, 06.11.2013, 21:40 | Сообщение # 827
Skamp, либо я не понял куда ставить(99%)либо не работает(1%)
|
|
Дата: Четверг, 07.11.2013, 09:28 | Сообщение # 828
Deidara_Aka, тут вар будет нужен. 200 и 210 - замени на свои стейты удара рукой, ногой или что тебе там надо
Код ;5A [State -1, 5A] type = ChangeState value = ifelse(var(25)=0,200,210) triggerall = statetype != A triggerall = command = "a" trigger1 = ctrl И такой код в начало 200 и 210 стейтов: Код [State 0, VarSet] type = VarSet trigger1 = !time v = 25 value = ifelse(var(25)=0,1,0) Я пробывал всё разом в в CMD сделать через оператор :=, но почему-то не хочет работать он с условиями. |
|
Дата: Суббота, 09.08.2014, 03:23 | Сообщение # 829
Привет всем,вот решил подправить персонажей Blanka,chang, ... by Gal129 (H")
http://mugenguild.com/forum/topics/blanka-gal129-h-161411.0.html И столкнулся с такой проблемой: Groove Bars (выбор режима для поединка) скачит (отклоняется) то в верх то вниз при каждом запуски персонажа. (тут это заметнее больше всего) Помогите кто знает как зафиксировать Groove Bars на месте. Каждый раз он то выше то ниже Добавлено (09.08.2014, 03:23) |
|
Дата: Понедельник, 18.08.2014, 19:10 | Сообщение # 831
народ, у меня вопрос а как сделать чтобы кунаи встречались и разлетались в разные стороны при столкновении? Вот тебе мой код:) CNS Код [Statedef 210] type = S movetype= A physics = S juggle = 0 poweradd= 0 ctrl = 0 anim = 210 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = S0,5 channel = 4 [State 0, Helper] type = Helper triggerall = numhelper(211) <10 trigger1 = time = 6 trigger2 = time = 8 helpertype = normal;player ID = 211 stateno = 211 pos = 0,-30 postype = p1 [State CHange] type = ChangeState trigger1 = time > 5 trigger1 = command = "y" value = 213 ctrl = 0 [State 280, 4] type = changestate trigger1 = animTime = 0 value = 0 ctrl = 1 [Statedef 211] type = S movetype= A physics = N juggle = 3 velset = 0,0 ctrl = 0 anim = stateno poweradd = 0 sprpriority = 2 [State 0, ParentVarSet] type = ParentVarSet triggerall = movehit = 1 trigger1 = target,time = 0 ignorehitpause = 1 v = 3 value = 1 [State 0, ParentVarSet] type = ParentVarSet triggerall = moveguarded = 1 trigger1 = target,time = 0 ignorehitpause = 1 v = 4 value = 15 [State 0, ParentVarSet] type = ParentVarSet triggerall = moveguarded = 1 trigger1 = target,time = 0 ignorehitpause = 1 v = 7 value = 2 [State 0, Explod] type = Explod trigger1 = movehit anim = 6008 ID = 6008 pos = 20,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = 0.5,0.5 sprpriority = 5 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 0 persistent = 0 [State 0, VarRandom] type = VarRandom trigger1 = !time v = 2 range = -38,38 [State 0, VelSet] type = VelSet trigger1 = 1 x = 15 y = var(2)/10 [State 0, Angleset] type = Angleset trigger1 = 1 value = -20 [State 0, 1] type = HitDef trigger1 = !time attr = A, NP damage = 8,4 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 3, 15 sparkno = S9999 sparkxy = -20, 0 hitsound = 0 guardsound = s0, 1111 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -2 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-3 air.hittime = 12 [State 0, HitOverride] type = HitOverride trigger1 = !time attr = SCA, NA, SA, HA, NP, SP, HP stateno = 2122 time = 30 forceair = 1 [State 0, ChangeState] type = ChangeState trigger1 = movehit value = 212 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = pos y >= 0 ||frontedgedist <= -20 value = 2122 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = moveguarded value = 212 ctrl = 0 [StateDef 212] type = A movetype= I physics = N juggle = 3 velset = 0,0 ctrl = 0 anim = stateno poweradd = 0 sprpriority = 2 [State 0, AngleDraw] type = AngleDraw trigger1 = 1 scale = 1,1 color = 256,256 [State 0, ParentVarSet] type = ParentVarSet trigger1 = p2bodydist x>0 || pos y >= 0 ||frontedgedist <= -20 trigger1 = !time trigger1 = target,time = 0 ignorehitpause = 1 v = 6 value = 15 [State 0, ParentVarSet] type = ParentVarSet trigger1 = pos y >= 0 ignorehitpause = 1 v = 7 value = 216 [State 197, Explod] type = Explod trigger1 = pos y >= 0 anim = 216 ID = 216 pos = 0,0 bindtime = -1 postype = p1 ;p2,front,back,left,right ontop = 1 ownpal = 1 scale = 0.9,0.9 facing = 1 vfacing = 1 sprpriority = 0 removeongethit = 1 [State 0, RemoveExplod] type = RemoveExplod trigger1 = abs(rootdist x) <30 trigger1 = root,stateno =11 id = 216 [State 197, Explod] type = Explod trigger1 = abs(rootdist x) <30 trigger1 = root,stateno =11 anim = 218 ID = 218 pos = 0,0 bindtime = 1 postype = p1 ;p2,front,back,left,right ontop = 1 ownpal = 1 scale = 0.9,0.9 facing = 1 vfacing = 1 sprpriority = 0 removeongethit = 1 [State 6002, AngleDraw] type = AngleDraw trigger1 = Pos Y < 0 trigger2 = movecontact [State 0, AngleAdd] type = AngleAdd trigger1 = Pos Y < 0 trigger2 = movecontact value = 30 [State 6002, Gravity] type = Gravity trigger1 = Pos Y < 0 trigger2 = movecontact [State 6002, VelSet] type = VelSet trigger1 = !time x = ifelse(random<500,-3,ifelse(random<500,-1,-4)) [State 6002, VelSet] type = VelSet trigger1 = !time y = ifelse(random<500,-6,ifelse(random<500,-1,-3)) [State 0, DestroySelf] type = DestroySelf trigger1 = abs(rootdist x) <30 trigger1 = root,stateno =11 [State 6002, NotHitBy] type = NotHitBy trigger1 = !time value = SCA time = -1 [State 6002, VelSet] type = VelSet trigger1 = Pos Y > 0 x = 0 y = 0 [State 0, NotHitBy] type = NotHitBy trigger1 =1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT time = 1 [State 6002, PosSet] type = PosSet trigger1 = Pos Y > -1 y = 0 [Statedef 2122] type = S movetype= A physics = N juggle = 3 velset = 0,0 ctrl = 0 anim = 212 poweradd = 0 sprpriority = 2 [State 0, Explod] type = Explod trigger1 = time = 1 anim = 6017 ID = 6017 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 vel = 0,0 accel = 0,0 random = 0,0 removetime = -2 supermove pausemove scale = .3,.3 sprpriority = 10 ontop = 0 shadow = 0,0,0 ownpal = 1 removeongethit = 0 [State 0, ChangeState] type = ChangeState trigger1 = time = 1 value = 212 ctrl = 0 CMD Цитата ;Сюрикены [State -1, Сюрикены] type = ChangeState value = 210 triggerall = command = "y" triggerall = numhelper(211) <10 trigger1 = (statetype = s) && ctrl Разбирайся:) |
| |||