Codin Break Down... - .cmd codes - Code Library - Blaze mugen forums
Monday, 2009-11-23, 2:57 Pm
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Blaze mugen forums » Code Library » .cmd codes » Codin Break Down...
Codin Break Down...
Scriptic07Date: Thursday, 2007-08-09, 2:05 Am | Message # 1
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HEy, I have alot of sprites from toe jam from toe jame & earl snes game... Yes i've finally got pallettes, and workin sprites...wooooooooo but damn it i cant get the codin it confuses the hell out of me on w hat number to put or what. i know yall have a vid showin simple stuff but its not. even my friend had trouble understandin it
 
blazeincDate: Thursday, 2007-08-09, 4:37 Am | Message # 2
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well just say what kind of .cmd you want help with. also my video tutorials tells you the basics
of .cmd coding

|-| /\ |< |= R

 
Scriptic07Date: Thursday, 2007-08-09, 8:36 Am | Message # 3
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Yeah it tells us, but it doesnt tell us what number does what and whatever else....I'm tryin to give my new character TOEJAM standard punk kick couiple combo's. i c an't animate t he character with out codin
 
blazeincDate: Thursday, 2007-08-09, 2:01 Pm | Message # 4
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well for combos you just make a normal punch or kick then you make another then as you are
making the .cmd then after you do the button commands then you can see combo as you are making the final
step in the .cmd then tick the move in the combo box that you want a combo to happen. then tick add
combos automatically then click add/update. easy if you are not sure by what i mean then watch my first 4
video tutorial of how to make the punches and kicks and also watch the part about .cmd then you will know
by what i mean.

|-| /\ |< |= R

 
Naruto12blooDate: Wednesday, 2007-08-29, 7:42 Am | Message # 5
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ok yeah I understand that but what I don't get is how you get a character to hit more than once ok like this you got a character and as like a heavy attack or somethin' you have the sprites execute about 4 hits but can only get him to hit once is there a certain way you gotta put on the collision boxes or coding bcause I need help
 
Neo-Dan14Date: Monday, 2009-02-02, 11:37 Pm | Message # 6
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finally, my chance to be useful. ok what u need to do is put attack collision boxes in each of the animation frames that you want the hits to be in. next u have to go into the cns file and make an individual hitdef for each hit frame. or instead of making an individual hitdef for each frame you could make only one hitdef and add triggers for each of the frames, for example:
[code]
[State XXX, hitdef]
trigger1 = animelem = (insert animation frame number here)
trigger2 = animelem = (insert animation frame number here)
trigger3 = animelem = (insert animation frame number here)

and so forth...anyway hope this helped


"I can't stop me!"

-Evil Ryu

Message edited by Neo-Dan14 - Monday, 2009-02-02, 11:39 Pm
 
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