Closed Charmandorp357 closed 2 years ago
that is a modchart but idk how to do it in psych engine
(This is the movement of Cheating, maybe a bit faster)
hi,
so first go to FunkinLua.hx and set a new variable to Song/Week shit:
set('songPos', Conductor.songPosition);
then make a new file named "script.lua" and put it in the folder with the charts for the song (the folder with the json files.) in this script write this:
function onUpdate(elapsed)
if curStep >= 0 and curStep < 769 then
songPos = getSongPosition()
local currentBeat = (songPos/5000)*(curBpm/60)
noteTweenX(defaultPlayerStrumX0, 4, defaultPlayerStrumX0 - 50*math.sin((currentBeat+4*0.25)*math.pi), 0.5)
noteTweenX(defaultPlayerStrumX1, 5, defaultPlayerStrumX1 - 350 + 2000*math.sin((currentBeat+8*0.25)*math.pi), 3)
noteTweenX(defaultPlayerStrumX2, 6, defaultPlayerStrumX2 - 50*math.sin((currentBeat+4*0.25)*math.pi), 0.5)
noteTweenX(defaultPlayerStrumX3, 7, defaultPlayerStrumX3 - 350 + 2000*math.sin((currentBeat+8*0.25)*math.pi), 3)
noteTweenX(defaultOpponentStrumX0, 0, defaultOpponentStrumX0 + 50*math.sin((currentBeat+4*0.25)*math.pi), 0.5)
noteTweenX(defaultOpponentStrumX1, 1, defaultOpponentStrumX1 + 350 - 2000*math.sin((currentBeat+8*0.25)*math.pi), 3)
noteTweenX(defaultOpponentStrumX2, 2, defaultOpponentStrumX2 + 50*math.sin((currentBeat+4*0.25)*math.pi), 0.5)
noteTweenX(defaultOpponentStrumX3, 3, defaultOpponentStrumX3 + 350 - 2000*math.sin((currentBeat+8*0.25)*math.pi), 3)
end
end
the number directly before math.sin (50 and 2000) defines the strength of the movement the number that are not directly before math.sin (350) defines the offset of the note: -350 means 350 pixels to the left the last number (0.5 and 3) defines how fast the movements are the higher the number the slower the movement. But if the movement is slower the range of the movement is also smaller.
what if I wanted to move the arrows later in the song? like I wanted to trigger it or something
what if I wanted to move the arrows later in the song? like I wanted to trigger it or something
you'd change the range of the curStep if statement near the top.
ive been watching some fnf mod videos lately, and i was wondering how to make the arrows move like in cheating here ill leave a link and show what i mean: https://youtu.be/em-87F0UL-w
so how do i make the arrows move through code?
Here ya go.
function onUpdate(elapsed)songPos = getSongPosition()
local currentBeat = (songPos/5000)*(curBpm/24)
noteTweenX(defaultPlayerStrumX0, 4, ((screenWidth / 2) - (157 / 2)) + (math.sin((currentBeat) + 0) * 300), 0.001)
noteTweenX(defaultPlayerStrumX1, 5, ((screenWidth / 2) - (157 / 2)) + (math.sin((currentBeat) + 1) * 300), 0.001)
noteTweenX(defaultPlayerStrumX2, 6, ((screenWidth / 2) - (157 / 2)) + (math.sin((currentBeat) + 2) * 300), 0.001)
noteTweenX(defaultPlayerStrumX3, 7, ((screenWidth / 2) - (157 / 2)) + (math.sin((currentBeat) + 3) * 300), 0.001)
noteTweenY('defaultPlayerStrumY0', 4, ((screenHeight / 2) - (157 / 2)) + (math.cos((currentBeat) + 0) * 300), 0.001)
noteTweenY('defaultPlayerStrumY1', 5, ((screenHeight / 2) - (157 / 2)) + (math.cos((currentBeat) + 1) * 300), 0.001)
noteTweenY('defaultPlayerStrumY2', 6, ((screenHeight / 2) - (157 / 2)) + (math.cos((currentBeat) + 2) * 300), 0.001)
noteTweenY('defaultPlayerStrumY3', 7, ((screenHeight / 2) - (157 / 2)) + (math.cos((currentBeat) + 3) * 300), 0.001)
noteTweenX('fake1', 0, ((screenWidth / 2) - (157 / 2)) + (math.sin((currentBeat) + (4) * 2) * 300), 0.001)
noteTweenX('fake2', 1, ((screenWidth / 2) - (157 / 2)) + (math.sin((currentBeat) + (5) * 2) * 300), 0.001)
noteTweenX('fake3', 2, ((screenWidth / 2) - (157 / 2)) + (math.sin((currentBeat) + (6) * 2) * 300), 0.001)
noteTweenX('fake4', 3, ((screenWidth / 2) - (157 / 2)) + (math.sin((currentBeat) + (7) * 2) * 300), 0.001)
noteTweenY('defaultFPlayerStrumY0', 0, ((screenHeight / 2) - (157 / 2)) + (math.cos((currentBeat) + (4) * 2) * 300), 0.001)
noteTweenY('defaultFPlayerStrumY1', 1, ((screenHeight / 2) - (157 / 2)) + (math.cos((currentBeat) + (5) * 2) * 300), 0.001)
noteTweenY('defaultFPlayerStrumY2', 2, ((screenHeight / 2) - (157 / 2)) + (math.cos((currentBeat) + (6) * 2) * 300), 0.001)
noteTweenY('defaultFPlayerStrumY3', 3, ((screenHeight / 2) - (157 / 2)) + (math.cos((currentBeat) + (7) * 2) * 300), 0.001)
end
Edit: oh wait that was Unfairness modchart
how do i make notes move like this https://youtu.be/d_Gs1j1Keaw
how to make notes spin like in disabillity
how to make notes go like this https://www.youtube.com/watch?v=Fvb1kjeIheY
I Want Them To move Like In The Song Disability
idk.txt a script that makes two arrows go up and two arrows go down (and vice versa)
I Want Them To move Like In The Song Disability
Here u go
function onUpdate(elapsed) if curStep >= 0 and curStep < 769 then songPos = getSongPosition() local currentBeat = (songPos/5000)*(curBpm/60) noteTweenX(defaultPlayerStrumX0, 4, defaultPlayerStrumX0 - (math.sin((currentBeat/10)*100))*200, 0.5) noteTweenY("NoteMove1", 4, 0 - ((math.cos((currentBeat/10)*100))*150) + 75, 0.5, cubeInOut) noteTweenX(defaultPlayerStrumX1, 5, defaultPlayerStrumX1 + (math.sin((currentBeat/10)*100))*200, 0.5, cubeInOut) noteTweenY("NoteMove2", 5, ((math.cos((currentBeat/10)*100))*150) + 75, 0.5, cubeInOut) noteTweenX(defaultPlayerStrumX2, 6, defaultPlayerStrumX2 - (math.sin((currentBeat/10)*100))*200, 0.5, cubeInOut) noteTweenY("NoteMove3", 6, 0 - ((math.cos((currentBeat/10)*100))*150) + 75, 0.5, cubeInOut) noteTweenX(defaultPlayerStrumX3, 7, defaultPlayerStrumX3 + (math.sin((currentBeat/10)*100))*200, 0.5, cubeInOut) noteTweenY("NoteMove4", 7, ((math.cos((currentBeat/10)*100))*150) + 75, 0.5, cubeInOut) noteTweenX(defaultOpponentStrumX0, 0, defaultOpponentStrumX0 - (math.sin((currentBeat/10)*100))*200, 0.5, cubeInOut) noteTweenX(defaultOpponentStrumX1, 1, defaultOpponentStrumX1 + (math.sin((currentBeat/10)*100))*200, 0.5, cubeInOut) noteTweenX(defaultOpponentStrumX2, 2, defaultOpponentStrumX2 - (math.sin((currentBeat/10)*100))*200, 0.5, cubeInOut) noteTweenX(defaultOpponentStrumX3, 3, defaultOpponentStrumX3 + (math.sin((currentBeat/10)*100))*200, 0.5, cubeInOut) noteTweenY("NoteMove5", 0, 0 - ((math.cos((currentBeat/10)*100))*150) + 75, 0.5, cubeInOut) noteTweenY("NoteMove6", 1, ((math.cos((currentBeat/10)*100))*150) + 75, 0.5, cubeInOut) noteTweenY("NoteMove7", 2, 0 - ((math.cos((currentBeat/10)*100))*150) + 75, 0.5, cubeInOut) noteTweenY("NoteMove8", 3, ((math.cos((currentBeat/10)*100))*150) + 75, 0.5, cubeInOut) end end
Sorry, but im new to github so that happened, and it's okay to put that to script.lua, still work.
ive been watching some fnf mod videos lately, and i was wondering how to make the arrows move like in cheating here ill leave a link and show what i mean: https://youtu.be/em-87F0UL-w
so how do i make the arrows move through code?