Captain Deidara
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« on: October 03, 2007, 08:29:45 pm » |
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It keeps saying something is wrong in command down x in my .CMD for Gawd Luigi. Heres the CMD: [Command] name = "a" command = a time = 1
[Command] name = "b" command = b time = 1
[Command] name = "c" command = c time = 1
[Command] name = "x" command = x time = 1
[Command] name = "y" command = y time = 1
[Command] name = "z" command = z time = 1
[command] name = "down c" command = D+c time = 1
[command] name = "down b" command = D+b time = 1
[Command] name = "down x" command = D+Y time = 1
[Command] name = "down y" command = D+Y time = 1
[Command] name = "down z" command = D+Z time = 1
[Command] name = "air x" command = U,X time = 1
[Command] name = "air y" command = U,Y time = 1
[Command] name = "air z" command = U,Z time = 1
[Command] name = "HCF_c" command = D,F,DF,F+C time = 1
[Command] name = "holdfwd";Required (do not remove) command = /$F time = 1
[Command] name = "holdback";Required (do not remove) command = /$B time = 1
[Command] name = "holdup" ;Required (do not remove) command = /$U time = 1
[Command] name = "holddown";Required (do not remove) command = /$D time = 1
[State -1, Stand Light Punch] type = ChangeState value = 1 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6
;--------------------------------------------------------------------------- [State -1, Stand Medium Punch] type = ChangeState value = 2 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;---------------------------------------------------------------------------- [State -1, Stand Strong Punch] type = ChangeState value = 3 triggerall = command = "z" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6
;--------------------------------------------------------------------------- [State -1, Stand Light Kick] type = ChangeState value = 6 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9
;--------------------------------------------------------------------------- [State -1, Stand Medium Kick] type = ChangeState value = 7 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9
;--------------------------------------------------------------------------- [State -1, Standing Strong Kick] type = ChangeState value = 8 triggerall = command = "c" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6
;--------------------------------------------------------------------------- [State -1, Crouching Uppercut] type = ChangeState value = 4 triggerall = command = "down b" triggerall = command != "holddown" trigger1 = statetype = C trigger1 = ctrl
;--------------------------------------------------------------------------- [State -1, Spin Special] type = ChangeState value = 5 triggerall = command = "down c" triggerall = command != "holddown" trigger1 = statetype = C trigger1 = ctrl
;--------------------------------------------------------------------------- [State -1, Crouch Light Kick] type = ChangeState value = 6 triggerall = command = "down x" triggerall = command != "holddown" trigger1 = statetype = C trigger1 = ctrl
;--------------------------------------------------------------------------- [State -1, Crouch Medium Kick] type = ChangeState value = 7 triggerall = command = "down y" triggerall = command != "holddown" trigger1 = statetype = C trigger1 = ctrl
;--------------------------------------------------------------------------- [State -1, Crouch Hard Kick] type = ChangeState value = 8 triggerall = command = "down z" triggerall = command != "holddown" trigger1 = statetype = C trigger1 = ctrl ;--------------------------------------------------------------------------- [State -1, Ghettidouken] type = ChangeState value = 14 triggerall = command = "HCF_c" triggerall = power >= 500 triggerall = statetype != S trigger1 = ctrl trigger2 = movecontact
Pweaze healp meh.
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Asstec
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« Reply #1 on: October 03, 2007, 08:31:34 pm » |
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Um Wat r u doing
The command for duck attaks arent suppose to be like that jus use a/b/c/etc and hav the statetype as C
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Shin_LvL2_Akuma
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« Reply #2 on: October 03, 2007, 08:32:40 pm » |
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stand medium and stand light have both use "x" for a command.
plus down+x is the same command as down+y
also no caps for "x,y,z,a,b,and c"
and wtf "asstec" is that rice?
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« Last Edit: October 03, 2007, 08:34:48 pm by Shin_LvL3_Headcrab »
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Captain Deidara
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« Reply #3 on: October 03, 2007, 08:35:08 pm » |
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Um Wat r u doing
The command for duck attaks arent suppose to be like that jus use a/b/c/etc and hav the statetype as C
Well, Im not really an expert at commands and why do you spell like that? stand medium and stand light have both use "x" for a command. and wtf "asstec" is that rice?
DOH! Yeah Im an idjit.
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Asstec
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« Reply #4 on: October 03, 2007, 08:38:15 pm » |
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What are you doing?
The Commands for Crouch attacks aren't suppose to be like that, just use normal attack commands with the statetype as C.
Translated.
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Captain Deidara
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« Reply #5 on: October 03, 2007, 08:41:50 pm » |
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Thanks for telling me, hopefully I can get him playable by tomarrow.
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WanteD
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« Reply #6 on: October 05, 2007, 03:28:06 am » |
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what in the world did you do with the values?
You have 7, 8 like 3 times, btw why are they 1,2,4,5,6,7,8 etc.? is that really the states you are using? because kfm starts in 200, 210 etc.
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Captain Deidara
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« Reply #7 on: October 05, 2007, 05:42:21 pm » |
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yeah those are the states... Okay, I fixed that error, now I got a bigger and fancier error. ¬_¬ Error Message: Anim must be > 0 error parsing trigger 1,1 error parsting [State 1,1] error in [StateDef 1] Error in GodLuigi.cns Character needs to be updated. See docs/incompt*.txt. Error loading chars/God Luigi/God Luigi.def Error Loading P1
Library error message: Died parsing AnimElem = 0 Please help. =/
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DjSturks
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« Reply #8 on: October 05, 2007, 05:47:10 pm » |
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yeah those are the states... Okay, I fixed that error, now I got a bigger and fancier error. ¬_¬ Error Message: Anim must be > 0 error parsing trigger 1,1 error parsting [State 1,1] error in [StateDef 1] Error in GodLuigi.cns Character needs to be updated. See docs/incompt*.txt. Error loading chars/God Luigi/God Luigi.def Error Loading P1
Library error message: Died parsing AnimElem = 0 Please help. =/ It's cuz u got an illegal animelem. animelem = 0 is not possible. the animations start at 1 and go up from there. If you look at the erro, it tells u in detail. Error Message: Anim must be > 0 error parsing trigger 1,1 error parsting [State 1,1] Thats telling you there in an error in state 1,1 (wtf? state 1?) and that the anim has to be a value > 0
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Captain Deidara
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« Reply #9 on: October 05, 2007, 05:54:44 pm » |
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Okay, so do I change the AnimElem to the #of animation or # or State?
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DjSturks
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« Reply #10 on: October 05, 2007, 06:27:44 pm » |
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lemme give you a hadouken for example. If your characters arm is extended at the 3 frame of the animation, that is animelem = 3, and the frame you would want the hadou launched. I think kfm has an example of it in his coding.
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Captain Deidara
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« Reply #11 on: October 05, 2007, 06:42:13 pm » |
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Okay i gotcha, so for an attack its the part of the animation that hits the opponent?
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Shin_LvL2_Akuma
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« Reply #12 on: October 05, 2007, 07:03:17 pm » |
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Okay i gotcha, so for an attack its the part of the animation that hits the opponent?
yah, but if ur using it for a sound/after image or any other effect, its not just when you want to attack, it can also be used as a trigger. (eX: if u want ashurawarp afterimage to start at the very beggining, animelem = 1 if u want after image to start towards the later frames, animelem = the # that u want it. etc.. etc... etc...
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Captain Deidara
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« Reply #13 on: October 05, 2007, 07:07:59 pm » |
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Okay, I think I got this now.
So if the second image is the one that is the hit from the attack it would look like: AnimElem = 2
Right?
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Shin_LvL2_Akuma
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« Reply #14 on: October 05, 2007, 07:26:28 pm » |
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Okay, I think I got this now.
So if the second image is the one that is the hit from the attack it would look like: AnimElem = 2
Right?
yes. that will trigger the hitdef. as it is able to trigger other state blocks as well.
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