collapse

Author Topic: Super Jump Assistance  (Read 511 times)

0 Members and 1 Guest are viewing this topic.

Offline ExShadow

  • IMT Content Architect
  • *
  • Posts: 4098
  • Country: United States us
  • Last Login:November 03, 2024, 09:59:25 PM
  • Get serious.
Super Jump Assistance
« on: February 02, 2009, 03:57:32 PM »
hellew i was wondering how would i implement a super jump spark i wanted to put this on to me strider super jump



»ĐΣΛTĦŞTØRM«

Offline shootYr.

  • [Magnum]
  • Contributor
  • ****
  • Posts: 1112
  • Last Login:September 11, 2012, 07:27:16 PM
  • What're you gonna do to me?...
Re: Super Jump Assistance
« Reply #1 on: February 02, 2009, 03:59:56 PM »
First Trans The Anim.
Then You Can Code It As An Explode Or A Helper.

Offline ExShadow

  • IMT Content Architect
  • *
  • Posts: 4098
  • Country: United States us
  • Last Login:November 03, 2024, 09:59:25 PM
  • Get serious.
Re: Super Jump Assistance
« Reply #2 on: February 02, 2009, 04:01:58 PM »
how do i code the explode/helper  /:O
»ĐΣΛTĦŞTØRM«

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: Super Jump Assistance
« Reply #3 on: February 02, 2009, 04:16:11 PM »
use an explod, its easier to make...just adjust these values

[State 0, Explod]
type = Explod
trigger1 =; probably as soon as you enter the state...so use time =0
anim =; the animation that you want to add
pos = 0,0  ; position x,y....y value works inverse -means up and + means down
postype = p1 
removetime = -2 ; time before it removes

If you use ff, in the cns part, there is an offset view, use it to avoid guessing the position.

Maybe you could use more values to make it work as you wish


sig made by shullbocka

Offline ExShadow

  • IMT Content Architect
  • *
  • Posts: 4098
  • Country: United States us
  • Last Login:November 03, 2024, 09:59:25 PM
  • Get serious.
Re: Super Jump Assistance
« Reply #4 on: February 02, 2009, 04:34:26 PM »
kk ill see if i can try it
»ĐΣΛTĦŞTØRM«

Offline Alexziq

  • Infinite Loyalist
  • *****
  • Posts: 2624
  • Last Login:November 10, 2017, 01:10:16 PM
    • Email
Re: Super Jump Assistance
« Reply #5 on: February 02, 2009, 04:45:12 PM »
Its easy, if you need help PM me your move code, and Ill show you step by step. Try to do through Fallen Angels example 1st though, it helps if you learn it through instruction, because youll remember it better for next time.

Offline ExShadow

  • IMT Content Architect
  • *
  • Posts: 4098
  • Country: United States us
  • Last Login:November 03, 2024, 09:59:25 PM
  • Get serious.
Re: Super Jump Assistance
« Reply #6 on: February 03, 2009, 03:56:26 PM »
hey was sup 0.0 um i found out the explode race showed me but i still have one problem when he super jumps he cant move forward or back how do i fix this? and also how do i add the sound to the jump o.o

heres the code

;Super Jump
[Statedef 700]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 1


[State 0, ]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 0, ]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 0, ]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 0, ]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.3 ; you can change these value, to make it fit how you want the superjump

[State 7777777] ;Dust Spark
type = explod
trigger1 = Animelem = 1 ; the first sprite of the anim
anim = 1213 ; the anim of the dust
pos = -155,-208 ; the position, maybe you need to adjust these
sprpriority = 4
ownpal = 1

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
»ĐΣΛTĦŞTØRM«

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: Super Jump Assistance
« Reply #7 on: February 04, 2009, 09:30:50 AM »
add these on statedef -2

[State -2,2]
type = Veladd
triggerall =command = "holdfwd"
triggerall = prevstateno = 700
trigger1 = stateno = 50
x = .2

[State -2,2]
type = Veladd
triggerall =command = "holdback"
triggerall = prevstateno = 700
trigger1 = stateno = 50
x = -.2

just change the x value


sig made by shullbocka

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

D2TD VS Showcase Thread by D2TD
[November 24, 2024, 09:12:03 AM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by LightFlare
[November 21, 2024, 09:44:09 PM]


Terrordrome: Rise of the Boogeymen Extended Version ( jeepers creepers) version by leonardo
[November 19, 2024, 10:22:47 PM]


Hill of the Nameless(1.1 Only) by Vegaz by LightFlare
[November 19, 2024, 10:50:39 AM]


Golden Axe Returns by gokudo99
[November 19, 2024, 03:59:31 AM]


Barkley Shut Up and Jam! Stages by Vegaz by LightFlare
[November 12, 2024, 11:26:21 AM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[November 11, 2024, 12:35:24 PM]


Eternal Lament Stage 1.1 & 1.0 by O Ilusionista
[November 11, 2024, 12:34:54 PM]


MatreroG's Stages W.I.P. Concepts by MatreroG
[November 11, 2024, 07:00:56 AM]


Spooky House(1.1 Only/AIGS) by Vegaz by LightFlare
[October 31, 2024, 11:31:36 AM]

* IMT Calendar

November 2024
Sun Mon Tue Wed Thu Fri Sat
1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 [26] 27 28 29 30

SimplePortal 2.3.5 © 2008-2012, SimplePortal