Можно ли как так чтобы между боями показывалось интро? заранее благодарен
Дата: Среда, 04.01.2012, 22:19 | Сообщение # 1
reptile155 , нельзя, разве что если делать фейковое интро. И вообще, зачем создавать тему, когда можно спросить в общей теме ?
Дата: Пятница, 06.01.2012, 17:14 | Сообщение # 2
Ruslan_xDD , Извини . Что за фейковое интро
Дата: Пятница, 06.01.2012, 18:35 | Сообщение # 3
Ruslan_xDD , Можно как-то. Я видел в Скорпионе такое от блида, только это проигравший вставал как в МКД и так можно и для победителя сделать такое интро.
Дата: Суббота, 07.01.2012, 03:23 | Сообщение # 4
ReactorX , Quote (Ruslan_xDD )
разве что если делать фейковое интро
Дата: Суббота, 07.01.2012, 12:14 | Сообщение # 5
В моем микроблоге ничего нет..
reptile155 , можно сделать интро во время начала боя,перед боем это намного сложнее. Если делать интро со столбиком надо опираться на МК2 от Джуано16.
1)Адриан Брейвик Здоровье:100% Инвентарь:М16(60 патр.),нож,гранаты(3 шт.) Зелье Земли,камень вампиризма,тилунит. Копия амулета Голдура,Клинок Лишения 2)Хантер Здоровье:100% Инвентарь:М16(60 патр.),нож,клинок лишения,копия амулета Голдура.
Дата: Четверг, 19.01.2012, 03:21 | Сообщение # 6
Ramazan , в начале боя ты подразумеваеш привествие бойцов
Дата: Пятница, 20.01.2012, 02:59 | Сообщение # 7
Кван Чи знает, как лучше!
Он имеет ввиду стейт 190 это и есть интро перед боем в 1ом раунде во 2ом его уже не будет.Добавлено (19.01.2012, 20:51) ---------------------------------------------
Quote
Если делать интро со столбиком надо опираться на МК2 от Джуано16.
Боюсь в том коде черт ногу сломит и это не интро а муляж перехода боёв в виде столбика.
Дата: Пятница, 20.01.2012, 03:51 | Сообщение # 8
xTH@Wk , а если можно то , по подробней пжл
Дата: Пятница, 20.01.2012, 03:52 | Сообщение # 9
Кван Чи знает, как лучше!
Quote
xTH@Wk, а если можно то , по подробней пжл
Про что поподробнее. Про интро или про столбик.
Дата: Пятница, 20.01.2012, 03:54 | Сообщение # 10
В моем микроблоге ничего нет..
Quote (xTH@Wk )
Боюсь в том коде черт ногу сломит
Вот здесь пока кроме Джуано,все бессильны.
1)Адриан Брейвик Здоровье:100% Инвентарь:М16(60 патр.),нож,гранаты(3 шт.) Зелье Земли,камень вампиризма,тилунит. Копия амулета Голдура,Клинок Лишения 2)Хантер Здоровье:100% Инвентарь:М16(60 патр.),нож,клинок лишения,копия амулета Голдура.
Дата: Пятница, 20.01.2012, 03:55 | Сообщение # 11
Кван Чи знает, как лучше!
Вот код этого муляжа батл плана, может кто что поймёт:
[Statedef 70470] type = A movetype= I physics = N anim = 9999 velset = 0,0 ctrl = 0 sprpriority = 1 [State ] type = ParentVarSet trigger1 = time = 85 && prevstateno = 7047 var(14) = 0 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4200 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4201 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4202 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4203 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4204 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4205 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4206 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4207 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4208 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4209 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4210 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4211 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4212 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4213 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4214 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4215 [State ] type = RemoveExplod trigger1 = prevstateno = 7047 && time >= 85 id = 4216 [State ] type = Helper trigger1 = !time && prevstateno = 7047 helpertype = normal stateno = 70471 [State ] type = parentVaradd triggerall = prevstateno = 7047 triggerall = time = 84 trigger1 = parent,command = "hold_z" && parent,command = "hold_c" var(53) = 10 [State ] type = explod triggerall = prevstateno = 7047 triggerall = time = 84 trigger1 = parent,var(53)/10 = 1 anim = F989125 pos = 160+parent,var(25),225+parent,var(26)-ifelse(parent,var(53)%10 = 3,15,0) facing = 1 postype = left bindtime = 9999 ontop = 1 removetime = 120 [State ] type = parentVaradd triggerall = prevstateno = 7047 triggerall = time = 84 trigger1 = parent,command = "holdback" && parent,command = "hold_b" var(53) = 3 [State ] type = explod triggerall = prevstateno = 7047 trigger1 = time = 84 && parent,var(53)%10 = 3 anim = F989127 pos = 160+parent,var(25),225+parent,var(26) facing = 1 postype = left bindtime = 9999 ontop = 1 removetime = 120 [State ] type = DestroySelf triggerall = time > 0 trigger1 = prevstateno = 7047 && time > 85 [Statedef 70471] type = A movetype= I physics = N anim = 9999 velset = 0,0 ctrl = 0 sprpriority = 1 [State ] type = VarAdd trigger1 = fvar(0) <= 0 && time >= 30 fvar(0) = ifelse(time <= 80,-1,1.5)*6 [State ] type = AllPalFX trigger1 = 1 time = 1 add = ceil(fvar(0)),ceil(fvar(0)),ceil(fvar(0)) [State ] type = DestroySelf trigger1 = time >= 105 [Statedef 70473] type = A movetype= I physics = N anim = 9999 velset = 0,0 ctrl = 0 sprpriority = 1 [State ] type = VarAdd trigger1 = time > 5 && time < 25 fvar(0) = 12 [State ] type = AllPalFX trigger1 = time > 1 time = 1 add = ceil(fvar(0)-300),ceil(fvar(0)-300),ceil(fvar(0)-300) [State ] type = DestroySelf trigger1 = time >= 25 [Statedef 7047] type = A movetype= A physics = N anim = 9999 velset = 0,0 ctrl = 0 sprpriority = 1 [State ] type = ParentVarSet trigger1 = !time var(14) = 1 [State ] type = VarSet trigger1 = 1 var(0) = matchno [State ] type = VarSet trigger1 = parent,var(25) var(50) = 40 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 5 var(40) = (parent,var(56)/100000000)/10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 5 var(41) = (parent,var(56)/100000000)%10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 4 var(42) = ((parent,var(56)/1000000)-(var(40)*10+var(41))*100)/10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 4 var(43) = ((parent,var(56)/1000000)-(var(40)*10+var(41))*100)%10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 3 var(44) = ((parent,var(56)/10000)-(var(40)*100000+var(41)*10000)-(var(42)*1000+var(43)*100))/10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 3 var(45) = ((parent,var(56)/10000)-(var(40)*100000+var(41)*10000)-(var(42)*1000+var(43)*100))%10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 2 var(46) = ((parent,var(56)/100)-(var(40)*10000000+var(41)*1000000)-(var(42)*100000+var(43)*10000)-(var(44)*1000+var(45)*100))/10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 2 var(47) = ((parent,var(56)/100)-(var(40)*10000000+var(41)*1000000)-(var(42)*100000+var(43)*10000)-(var(44)*1000+var(45)*100))%10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 1 var(48) = (parent,var(56)-(var(40)*1000000000+var(41)*100000000)-(var(42)*10000000+var(43)*1000000)-(var(44)*100000+var(45)*10000)-(var(46)*1000+var(4 7)*100))/10 [State ] type = VarSet trigger1 = !time && parent,var(57) >= 1 var(49) = (parent,var(56)-(var(40)*1000000000+var(41)*100000000)-(var(42)*10000000+var(43)*1000000)-(var(44)*100000+var(45)*10000)-(var(46)*1000+var(4 7)*100))%10 [State ] type = parentVarset trigger1 = !time && parent,var(57) >= 4 var(56) = (var(46)*1000)+(var(47)*100)+(var(48)*10)+var(49) [State ] type = VarSet trigger1 = 1 var(29+var(0)) = ceil(ifelse(!enemynear,fvar(6),10,enemynear,fvar(6)+10)) [State ] type = VarSet trigger1 = var(0) <= 11 var(28+var(0)) = (var(48)*10)+var(49) [State ] type = VarSet trigger1 = var(0) < 11 var(27+var(0)) = (var(46)*10)+var(47) [State ] type = VarSet trigger1 = var(0) < 11 var(26+var(0)) = (var(44)*10)+var(45) [State ] type = VarSet trigger1 = var(0) < 11 var(25+var(0)) = (var(42)*10)+var(43) [State ] type = varset trigger1 = !time && var(0) = 15 var(23) = 50 [State ] type = varset trigger1 = !time var(15) = 1 [State ] type = varadd triggerall = var(15) < 4 trigger1 = parent,command = "a" || parent,command = "b" || parent,command = "c" trigger2 = parent,command = "x" || parent,command = "y" || parent,command = "z" var(15) = 1 [State ] type = Varadd trigger1 = var(0) = 1 && time >= 30 && time < 455 && var(21) > -852 var(21) = -2*var(15) [State ] type = Varadd trigger1 = var(0) > 1 && time >= 30 && time < var(23)+30+(var(11)+51)/2 && var(22) > -var(23)-(30+(var(11)+51)/2)*ifelse(var(0) = 15,2,1) var(22) = -2*var(15) [State ] type = parentVarset trigger1 = !time && var(0) < 11 var(56) = parent,var(56)*ifelse(parent,var(56) > 10,100,1)+enemynear,var(20)/10000 [State ] type = PlaySnd trigger1 = !(time%240) && var(21) > -850 && var(22) > -(30+(var(11)+51)/2) value = F9891,48 channel = 0 volume = 255 loop = 1 [State ] type = PlaySnd trigger1 = (time%240) = 60 && time < ifelse(var(0) = 1,455,30+(var(11)+51)/2) value = F1,57 [State ] type = PlaySnd trigger1 = (time%120) = 60 && time < ifelse(var(0) = 1,455,30+(var(11)+51)/2) value = F1,130 [State ] type = VarSet trigger1 = var(21) <= -850 var(21) = -850 [State ] type = VarSet trigger1 = var(22) <= -(30+(var(11)+51)/2)-var(23) var(22) = -(30+(var(11)+51)/2)-var(23) [State ] type = PlaySnd trigger1 = var(21) = -850 trigger2 = var(22) = -(30+(var(11)+51)/2)-var(23) value = F9891,49 volume = 255 channel = 0 [State ] type = VarSet trigger1 = 1 var(10) = ifelse(var(0) >= 4,51*(var(0)+ifelse(var(0) > 10,1,-1)),var(0)) [State ] type = VarSet trigger1 = 1 var(11) = 10 [State ] type = VarSet trigger1 = 1 var(12) = (51+var(11))*(var(0)-1)-(51+var(11)) [State ] type = VarSet trigger1 = var(0) = 1 var(13) = ifelse(time < 455,850,0) [State ] type = VarSet trigger1 = !time var(20) = (parent,var(20)/10000)-ifelse(!parent,var(20),0,10) [State ] type = Explod trigger1 = !time anim = F4200 pos = var(50) id = 4215 postype = left facing = 1 bindtime = 9999 removetime = 9999 ontop = 1 [State ] type = Explod trigger1 = !time anim = f4204 pos = var(50) id = 4215 postype = left facing = 1 bindtime = 9999 removetime = 9999 ontop = 1 [State ] type = Explod trigger1 = !time anim = f4205 pos = var(50) id = 4215 postype = left facing = 1 bindtime = 9999 removetime = 9999 ontop = 1 [State ] type = Explod trigger1 = !time anim = f4201 id = 4200 pos = var(50),ifelse(var(0) = 1,var(21),-850)+var(10) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = time >= 30 && time < 455 && var(0) = 1 ID = 4200 pos = var(50),var(21)+var(10) postype = left [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(30),4200+var(30),4202) id = 4201 pos = var(50),var(10)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4201 postype = left pos = var(50),var(10)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(31),4200+var(31),4202) id = 4202 pos = var(50),var(10)-(51+var(11))+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4202 postype = left pos = var(50),var(10)-(51+var(11))+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(32),4200+var(32),4202) id = 4203 pos = var(50),var(10)-(51*2+var(11)*2)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4203 postype = left pos = var(50),var(10)-(51*2+var(11)*2)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(33),4200+var(33),4202) id = 4204 pos = var(50),var(10)-(51*3+var(11)*3)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4204 postype = left pos = var(50),var(10)-(51*3+var(11)*3)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(34),4200+var(34),4202) id = 4205 pos = var(50),var(10)-(51*4+var(11)*4)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4205 postype = left pos = var(50),var(10)-(51*4+var(11)*4)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(35),4200+var(35),4202) id = 4206 pos = var(50),var(10)-(51*5+var(11)*5)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4206 postype = left pos = var(50),var(10)-(51*5+var(11)*5)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(36),4200+var(36),4202) id = 4207 pos = var(50),var(10)-(51*6+var(11)*6)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4207 postype = left pos = var(50),var(10)-(51*6+var(11)*6)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(37),4200+var(37),4202) id = 4208 pos = var(50),var(10)-(51*7+var(11)*7)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4208 postype = left pos = var(50),var(10)-(51*7+var(11)*7)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(38),4200+var(38),4202) id = 4209 pos = var(50),var(10)-(51*8+var(11)*8)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4209 postype = left pos = var(50),var(10)-(51*8+var(11)*8)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = fifelse(var(39),4200+var(39),4202) id = 4210 pos = var(50),var(10)-(51*9+var(11)*9)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4210 postype = left pos = var(50),var(10)-(51*9+var(11)*9)+var(13)+var(21) [State ] type = Explod trigger1 = !time && var(0) = 1 trigger2 = !time && var(0) > 1 anim = f4221 id = 4211 pos = var(50),var(10)-(51*10+var(11)*10)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4211 postype = left pos = var(50),var(10)-(51*10+var(11)*10)+var(13)+var(21) [State ] type = Explod trigger1 = !time anim = f4203 ID = 4212 pos = var(50),var(10)-(51*11+var(11)*11)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4212 postype = left pos = var(50),var(10)-(51*11+var(11)*11)+var(13)+var(21) [State ] type = Explod trigger1 = !time anim = f4210 id = 4213 pos = var(50),var(10)-(51*12+var(11)*12)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4213 postype = left pos = var(50),var(10)-(51*12+var(11)*12)+var(13)+var(21) [State ] type = Explod trigger1 = !time anim = f4226 id = 4214 pos = var(50),var(10)-(51*13+var(11)*13)+var(13) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4214 postype = left pos = var(50),var(10)-(51*13+var(11)*13)+var(13)+var(21) [State ] type = Explod trigger1 = !time anim = f4210+var(20) id = 4216 pos = -71+var(50),var(10)-var(12) postype = left facing = 1 removetime = 9999 ontop = 1 [State ] type = ModifyExplod trigger1 = 1 ID = 4216 postype = left pos = -71+var(50),ifelse(var(0) > 1,var(10)-var(12),var(10)-(51*(var(0)-1))-(var(11)*(var(0)-1)))+var(22) [State ] type = ParentVarAdd trigger1 = var(21) = -850 trigger2 = var(22) = -(30+(var(11)+51)/2)-var(23) var(31) = 1 [State ] type = changestate trigger1 = var(21) = -850 trigger2 = var(22) = -(30+(var(11)+51)/2)-var(23) value = 70470
Дата: Пятница, 20.01.2012, 03:58 | Сообщение # 12
В моем микроблоге ничего нет..
Quote (xTH@Wk )
Вот код этого муляжа батл плана, может кто что поймёт:
Ну и жесть...
1)Адриан Брейвик Здоровье:100% Инвентарь:М16(60 патр.),нож,гранаты(3 шт.) Зелье Земли,камень вампиризма,тилунит. Копия амулета Голдура,Клинок Лишения 2)Хантер Здоровье:100% Инвентарь:М16(60 патр.),нож,клинок лишения,копия амулета Голдура.
Дата: Суббота, 21.01.2012, 00:32 | Сообщение # 13
xTH@Wk , жоска тыэто написал
Дата: Суббота, 21.01.2012, 23:58 | Сообщение # 14
Кван Чи знает, как лучше!
Quote (reptile155 )
xTH@Wk, жоска тыэто написал
reptile155, это не я, а хуано написал когда-то, но при большом желании можно разобраться в этом коде. Хотя это код столбика для интро код куда проще.
Дата: Воскресенье, 22.01.2012, 00:32 | Сообщение # 15