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Author Topic: Intro, moves & Stage triggers  (Read 2040 times)

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Offline sky79

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Intro, moves & Stage triggers
« on: December 18, 2011, 11:37:52 PM »
As always I'm tinkering, you guys likely remember my Rugal stage-



Note the cables Rugal has coming from his back, I've been updating the stage so that those cables actually connect to something, the problem is my triggers just aren't bringing up the right intro for Rugal. Others might remember in KOF94 -
[youtube=425,350]www.youtube.com/watch?v=55CSgZJYkjI[/youtube]
3:54 when Rugal smashes you against then control panels, they blow up sending parts everywhere. Remember how Vega(claw) could climb on his cage in SSF2? Juggernaut could grab a support beam and smack you with it in Xmen:COTA? The same idea can apply to M. Bison's statues (SF2-SSf2) or barrels/trashcans in Cody/Guy's stages. It can also be used to avoid silly crap like Marrow popping up out of a manhole when the stage's floor is transparent glass or wood Dojo floor, Karin hopping out of a helicopter when her stage is frigging indoors, Cody picking up and throwing brown rocks in a white laboratory. Characters like Onslaught and Apocalypse are prime examples too. Most feel Mugen simply isn't capable of this as yet but-

This can be done with a simple Explode/helper triggers built into the character themselves.

My plan is to have my character(s) interact with their stage(s), In nearly any other stage, the above moves/intros would be left out, look silly or make no sense.


[State 190, 0];Rugal stage intro
type = ChangeState
triggerall = time = 0
trigger1 = stagename = "Unlimited_R"
value = 192


What am I doing wrong here?  :-??


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Offline Acey

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Re: Intro, moves & Stage triggers
« Reply #1 on: December 30, 2011, 12:17:36 PM »
There is no stagename trigger. Mugen can not handle this type of stuff. Many authors have found a work around but as mugen progresses chances are Elecbyte will evetually add such a trigger so I would just suggest you wait.

If you really insist in doing this then one good workaround is as followings:

In the stage add custom stage floor possitions using the Z variable.

pos z = 48

Then in the character add a trigger to cahnge the intro state when:

(trigger1 = pos z = 48)

Since most people don't use pos z in their stages (since mugen is 2d) chances are this special intro will only happen when you use that particular stage.

Offline sky79

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Re: Intro, moves & Stage triggers
« Reply #2 on: December 31, 2011, 07:47:26 AM »
Thanks Acey, actually got it working by making the character itself have all needed sprites and FX for the stage, via helper.

Now all I need is to find a way to keep the launched helper from resetting in round 2.

I'm told I need to play with state 5900 for that.....somehow  :-??


Now is I can just find an AI man  %%-
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