Just reposting this here as some have asked for it.
If I recall, this was originally posted by someone on mfg:
The other method is use FrontEdgeDist<=X with a negative interger instead. That way they'll disappear when they're off screen past P2.
If I recall, this was originally posted by someone on mfg:
Oh, hi. It's been several months, I know.
There's actually just one purpose of this post...
The thing is, I don't know if anyone else already "discovered" it, nor do I know if YOU know how to do this... thing.
You know, in Mugen 1.1, some stages have camera zoom.
So, when you play in 'em, some characters' projectiles are completely bugged.
(And it's even worse for beam-based moves/animations).
So, here's the absolutely easy tutorial for beams/projectiles in Mugen 1.1!
FOR AN ORIZONTAL BEAM...
Just go to the beam helper's state, and past this on it...
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1/camerazoom, 1
ignorehitpause = 1
persistent = 1
FOR A VERTICAL BEAM...
Same as for the orizontal beam, but use this one instead:
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1, 1/camerazoom
ignorehitpause = 1
persistent = 1
For an explosion that's supposed to cover the entire screen either vertical or orizontally...
Just put "/camerazoom" on the explod's "scale".
I.e.
scale = 0.5/camerazoom, 0.5
Now, for projectiles...
You know...
Projectiles are supposed to dissappear as soon as they get off-screen, riight?
(Most of the times, of course)
Well, instead of using
[State 0, Destroyself]
type = destroyself
trigger1 = pos x != [-280,280]
Just use
[State 0, Destroyself]
type = destroyself
trigger1 = pos x != [-280/camerazoom,280/camerazoom]
And that's it. They will no longer disappear in mid-screen while playing with CameraZoom active.
Oh, of course, you have to change the character's "Mugenversion" to "1.1" in the .DEF file first.
The other method is use FrontEdgeDist<=X with a negative interger instead. That way they'll disappear when they're off screen past P2.