collapse

Author Topic: Issue coding the KOF 2002 & AVX Hyper Screen  (Read 498 times)

0 Members and 1 Guest are viewing this topic.

Offline Chimoru

  • Forum Member
  • ***
  • Posts: 275
  • Country: United States us
  • Last Login:November 03, 2023, 05:50:34 PM
    • Chimoru's MUGEN
    • Email
Issue coding the KOF 2002 & AVX Hyper Screen
« on: May 02, 2013, 06:35:33 PM »
You know how you guys have that Hyper screen for AVX and KOF 2002 that looks like this?



First, let me say that whatever I'm editing, I am NOT releasing since I don't think people appreciate someone who releases things with all kitbashed, borrowed, or edited code or work. All I'm trying to do is go through edit my characters so that they all use the same hyper type.  For this problem, I was wondering why sometimes it will do the Glass Break animation right at the beginning of the Hyper Move during the Super Pause.  It won't stay for the whole hyper and then do it at the finish. So far, the only two it is doing it with, is Thor and this edit of Killer Croc/Sabretooth I'm working on.  It's only on Thor's Thunderstrike Hyper.  The other ones converted nicely. 

Mind you, I do edits, just for myself, so that I can learn how to code.  I don't know that much, I'm still brand new. Hopefully one day I can release my own work. In the meantime,  I've tried to go back and learn the basics, and I'm getting it little by little, but there must be something obvious I'm missing.  I know this can be done since you guys did it for the AVX project. As far as this kind of edit goes, I've just been adding the 40001-40004 codes, sprites, and animations to everyone, then replacing the existing superpauses, but I sometimes get that error.  At first I thought there was a problem with the DestroySelf, but I'm just not getting it.  I assume only the coding in the begining of the move counts, or am I wrong?

Any help would be appreciated.
« Last Edit: May 03, 2013, 07:34:58 PM by Chimoru »


My MUGEN YouTube account where you can see edits I'm working on.
http://www.youtube.com/channel/UCMLJDPO5mPwseYXGv-ZE53w

Offline Chimoru

  • Forum Member
  • ***
  • Posts: 275
  • Country: United States us
  • Last Login:November 03, 2023, 05:50:34 PM
    • Chimoru's MUGEN
    • Email
Re: KOF 2002 & AVX Hyper issue.
« Reply #1 on: May 02, 2013, 07:01:06 PM »
See it does it like this, breaking the glass while the HyperSpark is appearing.


Here's the code, according to the controls, it's Tear of the Sky, State 2000


Code: [Select]
[StateDef 2000]
type    = S
movetype = A
physics = S
juggle  = 8                     
velset = 0,0   
ctrl = 0
sprpriority = 2
hitcountpersist =1
anim = 1115
velset = 0,0

[State 7777, voice]
type = PlaySnd
trigger1 = time = 0
value = 70,0
channel = 6
IgnoreHitPause = 1

[State 3000, aa2]
type = PlaySnd
trigger1 = animelem = 3
value = 70, 1
channel = 6
;loop = 1
IgnoreHitPause = 1
volume = 150

[State 3000, c1]
type = PlaySnd
trigger1 = animelem = 4
value = 20, 10
channel = 0
IgnoreHitPause = 1
volume = 10

[State 3000, a1]
type = Explod
trigger1 = time = 0
sprpriority = 7
anim = 8580
pos = 0, -10
removeongethit = 1
scale = .846,.846
bindtime = 1
supermovetime = -1
pausemovetime = -1

[State 3000, a2]
type = Explod
trigger1 = animelem = 4
sprpriority = 7
anim = 1116
id = 1116
pos = 0, 0
removeongethit = 1
bindtime = -1

[State 3000, aa]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = time = 6
flag = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = time = 6
Time = 60
;anim =-1;s3012
pos = 15,-55
sound = S10,0
poweradd = -1000
darken = 0

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 2
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 2
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 2
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

; end DCvM stuff

[State 3000, aa]
type = Helper
trigger1 = animelem = 4
name = "Hthunderstrike"
ID = 3001
pos = -10,0
stateno = 3001
ownpal = 1
removeongethit=1

[State 3000, cc]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 50,3
priority = 7, Hit
sprpriority = 2
hitflag = MAFP
guardflag = MA
pausetime = 0,7
sparkno = S8570
guard.sparkno = S8550
sparkxy = -10,-34
hitsound   = S5,3
guardsound = S7,1
ground.type = High
guard.dist = 320
ground.slidetime = 30
ground.hittime  = 45
ground.velocity = -12,-5
air.velocity = -12,-4
fall.envshake.time = 7
fall.envshake.ampl = -4
envshake.time = 6
envshake.freq = 127
envshake.ampl = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 3000, b2]
type = PlayerPush
trigger1 = 1
value = 0

[State 3000, a0] ; tagbattle bug color fix
type = SuperPause
trigger1 = animelem = 15
anim = -1
movetime = 1
Time = 1
removeongethit = 1

[State 3000, c4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
« Last Edit: May 02, 2013, 07:34:12 PM by Chimoru »
My MUGEN YouTube account where you can see edits I'm working on.
http://www.youtube.com/channel/UCMLJDPO5mPwseYXGv-ZE53w

Offline Chimoru

  • Forum Member
  • ***
  • Posts: 275
  • Country: United States us
  • Last Login:November 03, 2023, 05:50:34 PM
    • Chimoru's MUGEN
    • Email
Re: Issue coding the KOF 2002 & AVX Hyper Screen
« Reply #2 on: May 03, 2013, 07:37:18 PM »
Also, does anyone know where the static background comes from (which game) in case I want to make any other kinds of Logo Backgrounds? (Marvel, DC, Fantastic 4, Spider-man, Street Fighter, Mortal Kombat etc.)

Thank you for any help guys.
My MUGEN YouTube account where you can see edits I'm working on.
http://www.youtube.com/channel/UCMLJDPO5mPwseYXGv-ZE53w

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

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]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by ExShadow
[November 02, 2024, 04:54:41 AM]


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


Rooftop Skyline(1.1 Only/AIGS) by Vegaz by LightFlare
[October 21, 2024, 12:13:37 PM]


Secluded Base(1.1 Only/AIGS) by Vegaz by LightFlare
[October 17, 2024, 01:21:06 PM]


Ultimate Balrog + stage by ELECTRO
[October 17, 2024, 05:40:31 AM]


Classic VS : Balrog by ELECTRO
[October 08, 2024, 04:35:53 PM]

* 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