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Author Topic: projectile coding problem  (Read 697 times)

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Offline Sub-Zero

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projectile coding problem
« on: November 23, 2007, 11:05:02 PM »
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 20

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 1000
projanim = 7000
projhitanim = 7005
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = 3
attr = S, SP
damage   = 100
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7001
ID =
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 = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Command] ;Quarter circle forward + x
 name = "QCF_x"
 command = ~D, DF, F, x

;Light wave
;ƒJƒ“ƒt[“Ë‚«ŽèiŽãj
[State -1, wave]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
triggerall = power<= 50
trigger1 = var(1) ;Use combo condition (above)
trigger1 = ctrl
trigger1 = statetype = s


n jus so yall know i have no clue wut var does or means i know it stands for variable but i dont know wut it means

n wen ever i try to execute the move the screen goes black n rock freezes for a moment then it goes back to normal

animation 1000= like the movent rock does to shoot projectile

7000= projectile

7001= is the aura wen rock movs his hand



Offline shootYr.

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Re: projectile coding problem
« Reply #1 on: November 23, 2007, 11:22:24 PM »
trigger1 = AnimElem = 1000

The Animation Element Is Way Too High.

Offline Spidermew

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Re: projectile coding problem
« Reply #2 on: November 23, 2007, 11:25:01 PM »
AnimElem Is usualy the frame number of the animation
Not the animation number.
I doubt your animation has over 1000 frames in it.

Offline Kong

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Re: projectile coding problem
« Reply #3 on: November 23, 2007, 11:35:35 PM »
change trigger1 = AnimElem = 1000

to trigger1 = Anim = 1000

 :)

Offline Sub-Zero

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Re: projectile coding problem
« Reply #4 on: November 23, 2007, 11:54:29 PM »
AnimElem Is usualy the frame number of the animation
Not the animation number.
I doubt your animation has over 1000 frames in it.
o oops   :DxDie

Offline Sub-Zero

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Re: projectile coding problem
« Reply #5 on: November 24, 2007, 01:14:06 AM »
didnt work

i can send it  if u want


Offline Kong

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Re: projectile coding problem
« Reply #6 on: November 24, 2007, 02:38:36 AM »
yes, send me the character.

Offline Fallen_Angel

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Re: projectile coding problem
« Reply #7 on: November 24, 2007, 09:34:18 AM »
change trigger1 = AnimElem = 1000

to trigger1 = Anim = 1000

 :)

I dont think that works, correct. baecause if ti works it will appear at the begining of the anim

change the trigger1= animelem = # ; these is the number of the sprite on the anim  in wich you want the projecil to appear



sig made by shullbocka

Offline Sub-Zero

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Re: projectile coding problem
« Reply #8 on: November 24, 2007, 01:23:55 PM »
http://www.sendspace.com/file/97w1bm

there is link

 i still need to tell another creator that i used his sff n snd file

Offline Sub-Zero

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Re: projectile coding problem
« Reply #9 on: November 24, 2007, 06:57:50 PM »
bump

Offline Kong

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Re: projectile coding problem
« Reply #10 on: November 24, 2007, 07:58:35 PM »


1. You should not put the attacking state in common.cns

2. There are two state 1000 and two anim with the same number 1000.

3. Fix the cmd to execute this move.

http://www.sendspace.com/file/e2y9fu

 :)

Offline Sub-Zero

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Re: projectile coding problem
« Reply #11 on: November 24, 2007, 09:02:07 PM »


1. You should not put the attacking state in common.cns

2. There are two state 1000 and two anim with the same number 1000.

3. Fix the cmd to execute this move.

http://www.sendspace.com/file/e2y9fu

 :)
ok i got it thank you ! :thumbsup: ;D #:-S

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