| Разработка и ромхакинг > Разработка игр |
| MK MUGEN - Компиляции |
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| chameleoncyborg:
Я копировал всё от Сайлара насчёт этого в плане спрайтов и анимаций, но первоначальный звук суперудара использовал уже имеющийся в Рэйна-киборга - может изза этого такое прерывание ? |
| Le@N:
Может все-таки выложишь код? Спойлером.)) ;) |
| chameleoncyborg:
[StateDef 4444] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 1000 [State 1200, ZappySound] type = PlaySnd trigger1 = AnimElem = 3 value = 4, 22 [State 1200, Za] type = VelSet trigger1 = 1 trigger2 = Vel Y != 0 y = 0 [State 1200, Zadf] type = nothitby trigger1 = animelem >= 3 value = CSA [State 1200, BoltFat] type = Projectile trigger1 = AnimElem = 3 triggerall = p2stateno != 9010 projanim = 10018 ;projhitanim = 1016 ;projremanim = 1016 offset = 10*const(size.xscale), -90*const(size.xscale) ID = 997 velocity = 8, 0 remvelocity = 0, 0 ; HitDef part of projectile info attr = S, NP animtype = Back damage = 174, 86 guardflag = ML hitflag = MAF pausetime = 0, 2 sparkno = s100181 guard.sparkno = s100181 sparkxy = 20,0 hitsound = S5,1 p1stateno = 1123;918 p2stateno = 1124;9019 guardsound = S5,1 ground.type = High ground.slidetime = 30 p2facing = 1 guard.ctrltime = 20 guard.velocity = -5 guard.slidetime = 20 ground.hittime = 30 air.hittime = 17 fall = 1 fall.recover = 0 yaccel = 0.45 kill = Var(9) = 0 fall.kill = Var(9) = 0 guard.kill = Var(9) = 0 [State 1200, Zadf] type = nothitby trigger1 = movehit value = CSA [State 1200, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 [StateDef 1123] type = S movetype= A physics = S ctrl = 0 velset = 0,0,0 anim = 1004 ;sprpriority = 9 [State 1200, Zadf] type = nothitby trigger1 = 1 value = CSA [State 1200, Zadf] type = playsnd trigger1 = gametime%32 = 1 value = 20,19 [State 1200, Za] type = VelSet trigger1 = 1 trigger2 = Vel Y != 0 y = 0 [State 1200, Zasd] type = PosSet trigger1 = 1 y = 0 [State 1200, 2at] type = Explod trigger1 = time = 1 anim = 888 pos = 35,-75 postype = p1 ID = 1990 sprpriority >= 2 removetime = 400 [State 88500, hu] type = targetVelAdd trigger1 = time <= 140 trigger1 = command = "holdup" Y = -.1 [State 88500, hud] type = targetVelAdd trigger1 = command = "holdback" X = 1.6 [State 88500, hudd] type = targetVelAdd trigger1 = command = "holdfwd" X = -1.6 [State 1200, 103] type = ChangeState trigger1 = animTime = 0 trigger1 = moveguarded ctrl = 1 value = 0 [State 1200, 10] type = ChangeState trigger1 = Time = 180 trigger1 = p2stateno = 1124;9019 trigger2 = roundstate = 3 trigger2 = time >= 30 ctrl = 1 value = 1125;9220 [State 1200, 10sd] type = ChangeState trigger1 = p2bodydist X <= 20 trigger1 = p2stateno = 1124;9019 trigger2 = p2stateno = [5000,5300] ctrl = 1 value = 1125;9220 [StateDef 1125] type = S movetype= I physics = S ctrl = 0 velset = 0,0,0 anim = 99991 ;sprpriority = 9 [State 1200, 10] type = ChangeState trigger1 = animTime = 0 trigger2 = p2stateno = [5000,5300] ctrl = 1 value = 0 [StateDef 1124] type = A movetype= H physics = S juggle = 6 ctrl = 0 velset = 0,0,0 anim = 8881 ;sprpriority = 9 [State 88500, huck] type = VelAdd trigger1 = time > 200 ;trigger1 = command = "holdup" Y = 1 [State 88500, huck] type = VelSet trigger1 = Pos Y <= -90 trigger1 = time <= 160 Y = 0 [State 88500, Fa] type = SelfState trigger1 = Time = 200 trigger1 = Pos Y <= -100 value = 5050 [State 88500, Fall] type = SelfState trigger1 = Time = 210 value = 5100 ;---------------------------------------------- [StateDef 1400];hielo type = S movetype= A physics = S ctrl = 0 velset = 0,0,0 anim = 1000 [State 1401, 210] type = VarSet trigger1 = var(46) = 0 trigger2 = var(46) = 2 V = 46 value = (var(46)=0)*1 + (var(46)=2)*3 [State 1300, 0.5] type = playsnd trigger1 = animelem = 3 value = 14,0 channel = 3 [State 1400,Sound] type = PlaySnd trigger1 = AnimElem = 3 value = 9, 2 channel = 3 volume = 70 [State 1400, Za] type = VelSet trigger1 = time = 1 trigger2 = Vel Y != 0 y = 0 [State 1400, BoltFat] type = Projectile triggerall = AnimElem = 3 trigger1 = p2stateno != 14001 projanim = 1001 projhitanim = 4334 projremanim = 4334 offset = 10*const(size.xscale), -90*const(size.xscale) ID = 997 velocity = 8, 0 remvelocity = 0, 0 attr = S, SP animtype = Hard air.animtype = Back air.fall = 1 numhits = 0 guardflag = HL pausetime = 0,2 sparkno = -1 p2stateno = 14001 guard.sparkno = -1 hitsound = s9,5 guardsound = s9,5 ground.type = High ground.slidetime = 1 ground.hittime = 1 air.juggle = 3 kill = parent,Var(9) = 0 fall.kill = parent,Var(9) = 0 guard.kill = parent,Var(9) = 0 [State 1400, BoltFat] type = Projectile triggerall = AnimElem = 3 trigger1 = p2stateno = 14001 projanim = 4333 offset = 10*const(size.xscale), -90*const(size.xscale) ID = 997 velocity = 8, 0 remvelocity = 0, 0 attr = S, NT animtype = Hard air.animtype = Back air.fall = 1 guardflag = HL pausetime = 0,2 sparkno = -1 numhits = -1 p2stateno = 1081 p1stateno = 14001 guard.sparkno = -1 hitsound = s9,5 guardsound = S9,5 ground.type = High ground.slidetime = 14 ground.hittime = 16 air.juggle = 3 kill = (Var(9) = 0) fall.kill = (Var(9) = 0) guard.kill = (Var(9) = 0) [State 1400, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 ;---------------------- [StateDef 14001] type = U movetype= H physics = N velset = 0,0 [State 433, INVOFF] type = VarSet triggerall = 1 trigger1 = p1name ="smoke" trigger2 = p1name = "reptile" trigger3 = p1name = "scorpion" V = 17 value = 0 [State 1005, CSZ4] type = LifeAdd trigger1 = Life < 2 value = -10 [State 120, 2] type = StateTypeSet trigger1 = 1 trigger1 = Pos Y = 0 type = S physics = S [State 120, 3] type = StateTypeSet trigger1 = 1 trigger1 = Pos Y != 0 type = A physics = N [State 1005, CS3] type = SelfState trigger1 = time = 100 trigger1 = Life < 2 value = 5050 [State 1005, attempt] type = Varset trigger1 = time = 0 V = 23 Value = Anim [State 1005, FREEZE] type = Changeanim trigger1 = time != 0 value = Var(23) elem = animelemno(0) [State 1005, Frosty color] type = palFX trigger1 = time != 0 add = 100,150,250 mul = 200,200,200 time = 2 [State 1005, VELSET] type = velset trigger1 = 1 X = 0 Y = 0 [State 1005, VEL1] type = posadd trigger1 = time = 0 trigger2 = time = 10 trigger3 = time = 20 X = 2.5 [State 1005, VEL2] type = posadd trigger1 = time = 5 trigger2 = time = 15 trigger3 = time = 25 X = - 2.5 [State 1005, CS] type = SelfState trigger1 = time = 150 trigger1 = Pos Y > -1 value = 0 ctrl = 1 [State 1005, CSZ] type = Changestate trigger1 = time = 150 trigger1 = Pos Y < 0 value = 1082 ;-------------- [Statedef 1081] type = S movetype= H physics = N velset = 0,0 [State 1005, CS] type = SelfState trigger1 = time = 0 trigger1 = Pos Y > -1 value = 0 ctrl = 1 [State 1005, CSZ] type = Changestate trigger1 = time = 0 trigger1 = Pos Y < 0 value = 1082 ;------------------------ [Statedef 1082] type = S movetype= H physics = N velset = 0,4 ctrl = 0 anim = 5070 [State 1006, VELADD] type = Veladd trigger1 = Pos Y < 0 Y = .75 [State 1006, Hit ground A] type = Velset trigger1 = Pos Y > 0 Y = 0 [State 1006, Hit ground A] type = Posset trigger1 = Pos Y > 0 trigger1 = Vel Y = 0 Y = 0 [State 1006, Hit Ground C] type = SelfState trigger1 = vel Y = 0 trigger1 = Pos Y = 0 value = 5100 |
| Le@N:
Для начала, измени везде channel = 3 на channel = -1.. |
| chameleoncyborg:
Le@N, извиняюсь за дезинформацию ( скопировал лишнее ), вот весь стейтдеф ( приведенных тобой строк не вижу ): [StateDef 4444] type = S movetype= A physics = S juggle = 4 ctrl = 0 velset = 0,0,0 anim = 1000 [State 1200, ZappySound] type = PlaySnd trigger1 = AnimElem = 3 value = 4, 22 [State 1200, Za] type = VelSet trigger1 = 1 trigger2 = Vel Y != 0 y = 0 [State 1200, Zadf] type = nothitby trigger1 = animelem >= 3 value = CSA [State 1200, BoltFat] type = Projectile trigger1 = AnimElem = 3 triggerall = p2stateno != 9010 projanim = 10018 ;projhitanim = 1016 ;projremanim = 1016 offset = 10*const(size.xscale), -90*const(size.xscale) ID = 997 velocity = 8, 0 remvelocity = 0, 0 ; HitDef part of projectile info attr = S, NP animtype = Back damage = 174, 86 guardflag = ML hitflag = MAF pausetime = 0, 2 sparkno = s100181 guard.sparkno = s100181 sparkxy = 20,0 hitsound = S5,1 p1stateno = 1123;918 p2stateno = 1124;9019 guardsound = S5,1 ground.type = High ground.slidetime = 30 p2facing = 1 guard.ctrltime = 20 guard.velocity = -5 guard.slidetime = 20 ground.hittime = 30 air.hittime = 17 fall = 1 fall.recover = 0 yaccel = 0.45 kill = Var(9) = 0 fall.kill = Var(9) = 0 guard.kill = Var(9) = 0 [State 1200, Zadf] type = nothitby trigger1 = movehit value = CSA [State 1200, 10] type = ChangeState trigger1 = AnimTime = 0 ctrl = 1 value = 0 [StateDef 1123] type = S movetype= A physics = S ctrl = 0 velset = 0,0,0 anim = 1004 ;sprpriority = 9 [State 1200, Zadf] type = nothitby trigger1 = 1 value = CSA [State 1200, Zadf] type = playsnd trigger1 = gametime%32 = 1 value = 20,19 [State 1200, Za] type = VelSet trigger1 = 1 trigger2 = Vel Y != 0 y = 0 [State 1200, Zasd] type = PosSet trigger1 = 1 y = 0 [State 1200, 2at] type = Explod trigger1 = time = 1 anim = 888 pos = 35,-75 postype = p1 ID = 1990 sprpriority >= 2 removetime = 400 [State 88500, hu] type = targetVelAdd trigger1 = time <= 140 trigger1 = command = "holdup" Y = -.1 [State 88500, hud] type = targetVelAdd trigger1 = command = "holdback" X = 1.6 [State 88500, hudd] type = targetVelAdd trigger1 = command = "holdfwd" X = -1.6 [State 1200, 103] type = ChangeState trigger1 = animTime = 0 trigger1 = moveguarded ctrl = 1 value = 0 [State 1200, 10] type = ChangeState trigger1 = Time = 180 trigger1 = p2stateno = 1124;9019 trigger2 = roundstate = 3 trigger2 = time >= 30 ctrl = 1 value = 1125;9220 [State 1200, 10sd] type = ChangeState trigger1 = p2bodydist X <= 20 trigger1 = p2stateno = 1124;9019 trigger2 = p2stateno = [5000,5300] ctrl = 1 value = 1125;9220 [StateDef 1125] type = S movetype= I physics = S ctrl = 0 velset = 0,0,0 anim = 99991 ;sprpriority = 9 [State 1200, 10] type = ChangeState trigger1 = animTime = 0 trigger2 = p2stateno = [5000,5300] ctrl = 1 value = 0 [StateDef 1124] type = A movetype= H physics = S juggle = 6 ctrl = 0 velset = 0,0,0 anim = 8881 ;sprpriority = 9 [State 88500, huck] type = VelAdd trigger1 = time > 200 ;trigger1 = command = "holdup" Y = 1 [State 88500, huck] type = VelSet trigger1 = Pos Y <= -90 trigger1 = time <= 160 Y = 0 [State 88500, Fa] type = SelfState trigger1 = Time = 200 trigger1 = Pos Y <= -100 value = 5050 [State 88500, Fall] type = SelfState trigger1 = Time = 210 value = 5100 Какая-нить альтернатива не приходила на ум ? |
| Le@N:
Приходит, дописать это же в каждый playsnd. Вообще, для начала убери их и проверь что будет... |
| chameleoncyborg:
Le@N, а эта проблема может зависеть от длительности стартовой анимации суперудара ? |
| Le@N:
--- Цитата: chameleoncyborg от 18 Июль 2009, 16:21:20 ---Le@N, а эта проблема может зависеть от длительности стартовой анимации суперудара ? --- Конец цитаты --- Никоим образом, на это могут влиять только assertspecial + flag=nomusic, stopsnd и playsnd, если он забивает канал музыки.)) Добавлено позже: channel = -1;-2;-3 означает, что звук будет проигрываться в любом незанятом канале, хотя на деле эт каналы противника, но они то пустуют почти всегда... |
| chameleoncyborg:
Только видишь в чём прикол: каналы в стэйтах не указаны, а с флагами я ещё до конца не разобрался, может проблема в самом звуке, его длительности или битрэйте ? Хотя в другого бойца эти ресурсы пашут как надо... :? |
| Le@N:
Тебе что влом дописать одну строку в каждый плейснд? ^_^ Добавлено позже: Или опять же убрать и посмотреть как тогда будет.)) |
| chameleoncyborg:
И так, и сяк делал - не канает хоть ты тресни ! |
| Le@N:
Понятно, придется у себя Эрмака глядеть, только будет это на след неделе только.. |
| chameleoncyborg:
Le@N, а причём здесь Эрмак, если не секрет ? У него ж даже похожего суперудара нет. Хотя как опытному мугенщику тебе виднее. ОК. Буду ждать. |
| Le@N:
А сорри, у тебя ж с Рейном-киборгом проблема. Тогда лучше выложи целиком персонажа. И напиши какой прием следует смотреть. |
| chameleoncyborg:
В 1.cmd это удар "sp8" , а дальше чтоб выследить, тебе не составит труда: http://narod.ru/disk/11055531000/CyberRain%20(copy%202).zip.html |
| borg117:
Le@N прав - у Ермака схожая проблема, во время телепорта вырубается музыка. У Гроссмейстера кстати тоже |
| chameleoncyborg:
--- Цитата ---У Гроссмейстера --- Конец цитаты --- Что за перс и из какого проэкта ( downloadable ? ) ? |
| borg117:
да Грандмастер Лин Куэй это, Ониро всеми обожаемый то бишь |
| chameleoncyborg:
Както не симпотный мне этот перс, особенно его костюм. Добавлено позже: borg117, а обновление Сайлара выше беты 0.25 есть ? |
| borg117:
chameleoncyborg, ты узнаешь в числе первых.. |
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