Дата: Среда, 06.11.2013, 20:31 | Сообщение # 826
- Легенда
- 1818Сообщений:
- 4 +Награды:
-
Deidara_Aka, От GamerXP value = ifelse(stateno = стейт удара рукой, стейт удара ногой, стейт удара рукой)
Можешь добавить random < 500
|
Дата: Четверг, 07.11.2013, 09:28 | Сообщение # 828
- Джонин
- 93Сообщений:
- 4 +Награды:
-
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
- Студент академии
- 14Сообщений:
- 1 +Награды:
-
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 нижеДобавлено (09.08.2014, 03:23) --------------------------------------------- Блин я нашол решение, но корявое решение, поменять параметры этапа (карты), подогнав параметр zoffset. Но это как-то тупо. Вообщем подскажите пожалуйста какой командой Groove Bars привезать к экрану а не к карте (zoffset). И где эту команду у персонажа нужно прописать.
|
Дата: Воскресенье, 17.08.2014, 22:55 | Сообщение # 830
- Каге
- 1300Сообщений:
- 1 +Награды:
-
народ, у меня вопрос а как сделать чтобы кунаи встречались и разлетались в разные стороны при столкновении?
|
Дата: Понедельник, 18.08.2014, 19:10 | Сообщение # 831
- Легенда
- 1818Сообщений:
- 4 +Награды:
-
Цитата Ramiz1996 ( ) 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:)
|