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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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