com {input1} {input2} ... {input15} freespecial{#}
'maxfreespecial' (see models.txt above) has been set.
- Allows you to customize freespecial input commands.
- The {#} should be the number of the freespecial you want to change. You can leave it blank for 1 or use 2 though 8 for 2 through 8. There is no space between freespecial and {#}.
- If you want to define this command for freespecial9 or higher, make sure
a + a2
- {input#} defines which key must be pressed. It can be direction or action keys
- Accepted direction inputs are:
- U: Up
- D: Down
- F: Forward
- B: Back (The direction opposite your current direction. If used, the character will turn around.)
- Accepted action inputs are:
- A: Attack button
- A2: Attack button2
- A3: Attack button3
- A4: Attack button4
- J: Jump button
- S: Special attack button
- K: Alternate special attack button
- You can define same input multiple times if you want to, example: F F A
- You can use either S or K for the special attack button commond. You can only use one or the other, so pick one and stick with it. This was done so that modders who use the special key for blocking can remember the key is used to blocK, not use Specials. (B would have been used, for Block, but B is already used for Back.)
- Make sure that you don't have any conflicts with other commands. RUN, DODGE, and the directional ATTACKs all have inputs which can be the same as freespecials.
- If you use B for {dir1}, flip the next input. The player changes direction, remember? So B, F, A would be 'turn around, move forward, attack', but since you turned around first, moving forward would mean moving in the direction you just turned to. If you wanted to have an input like Street Fighter's Guile or Charlie's Sonic Boom, you'd need to use B, B, A instead of B, F, A.
- {input1} now accepts "+" to add mutiple commands. Examples:
u + f a
u + f -> a
"->" symbol useful just for better reading
com a3 freespecial51 ####### IN GAME MOVELIST
anim freespecial51
@cmd clearL
load 00HAGMOV
loop 0
delay 1
offset 94 171
bbox 0
delay 1
custentity 00HAGMOV
spawnframe 0 174 224 0 1
#@cmd spawn044 "00HAGMOV" 174 0 224
frame data/chars/haggar/idle01.gif
name 00HAGMOV
health 1
type text
facing 1
setlayer 999999999
subject_to_hole 0
subject_to_obstacle 0
subject_to_platform 0
subject_to_gravity 0
anim idle
loop 0
delay 2
offset 174 224
bbox 0 0 0 0
drawmethod alpha 6
drawmethod channel 0.10
frame data/chars/haggar/hagarml.gif
drawmethod channel 0.20
frame data/chars/haggar/hagarml.gif
drawmethod channel 0.30
frame data/chars/haggar/hagarml.gif
drawmethod channel 0.40
frame data/chars/haggar/hagarml.gif
drawmethod channel 0.50
frame data/chars/haggar/hagarml.gif
drawmethod channel 0.60
frame data/chars/haggar/hagarml.gif
drawmethod channel 0.70
frame data/chars/haggar/hagarml.gif
drawmethod channel 0.80
frame data/chars/haggar/hagarml.gif
drawmethod channel 0.90
frame data/chars/haggar/hagarml.gif
delay 6000
drawmethod alpha 0
frame data/chars/haggar/hagarml.gif
@cmd killentity getlocalvar("self")
frame data/chars/0misc/empty.gif
ok I will study it, thanks for answeringThat one is done without scripts and the movelist is an image. Just press the attack3 (movelist) button to show your chosen character's movelist. Also, you can simply use spawnframe and custentity/subentity to spawn an entity.
Have you thought about text type?
Example:
Code:com a3 freespecial51 ####### IN GAME MOVELIST anim freespecial51 @cmd clearL load 00HAGMOV loop 0 delay 1 offset 94 171 bbox 0 delay 1 custentity 00HAGMOV spawnframe 0 174 224 0 1 #@cmd spawn044 "00HAGMOV" 174 0 224 frame data/chars/haggar/idle01.gif
Code:name 00HAGMOV health 1 type text facing 1 setlayer 999999999 subject_to_hole 0 subject_to_obstacle 0 subject_to_platform 0 subject_to_gravity 0 anim idle loop 0 delay 2 offset 174 224 bbox 0 0 0 0 drawmethod alpha 6 drawmethod channel 0.10 frame data/chars/haggar/hagarml.gif drawmethod channel 0.20 frame data/chars/haggar/hagarml.gif drawmethod channel 0.30 frame data/chars/haggar/hagarml.gif drawmethod channel 0.40 frame data/chars/haggar/hagarml.gif drawmethod channel 0.50 frame data/chars/haggar/hagarml.gif drawmethod channel 0.60 frame data/chars/haggar/hagarml.gif drawmethod channel 0.70 frame data/chars/haggar/hagarml.gif drawmethod channel 0.80 frame data/chars/haggar/hagarml.gif drawmethod channel 0.90 frame data/chars/haggar/hagarml.gif delay 6000 drawmethod alpha 0 frame data/chars/haggar/hagarml.gif @cmd killentity getlocalvar("self") frame data/chars/0misc/empty.gif
Thank you all for responding, I will study itImage is not ideal if you care about time but not about pictures, takes time to edit many pics, you can use textobject in some follow anim to display text for amount of time onscreen
@cmd settextobj 4 ((openborvariant("hResolution"))/2 -(strwidth("SPECIAL1 - F,F,A" 1))/2 180 0 -1 "SPECIAL1 - F,F,A" openborvariant("elapsed_time")+400
Thank you all for respondingDo you want to know how to display move list or just the whole list of available moves per character?