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Make helper ignore pausetime


Tyler

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You want your helper to ignore its hitpause, but still produce hitpause? Seems a little counter-intuitive, no? The only thing I can think of is maybe try ignorehitpause=1 on your DestroySelf.

 

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well idk... i want to get the same effect as hitpause but make sure the helper works like i want it.

 

right now i have it destroying itself at animtime = 0 and that works fine as long as you don't actually hit anything with the attack but when you do the helper sticks around after the move is already finished.

 

maybe i did something wrong heres the code

;===============================================================================
; Super Gatling
;===============================================================================
;Super Gatling Start
[Statedef 260]
type = S
physics = S
velset = 0,0
ctrl = 0
anim = 260
poweradd = -1000
 
 
 
[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 32,-80
darken = 0
unhittable = 1
 
 
 
[State 0: EnvShake]
type = EnvShake
trigger1 = (AnimElem = 1, > 0)
time = 20
freq = 120
ampl = -2
phase = 50
 
 
[State 0, Super Charge]
type = Explod
trigger1 = Time = 0
anim = 7400
ID = 7400
pos = 0,-25
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = .5,.5
removeongethit = 1
ontop = 1
supermovetime = 999
ignorehitpause = 1
 


 
[State 260, 3]
type = ChangeState
trigger1 = time = 50
value = 261
ctrl = 0
 
 
;--------------------------------------------
;Super Gatling Continue
[Statedef 261]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 261
 
 
[State 0, Helper]
type = Helper
trigger1 = AnimElem = 1
name = "Gatling Fists"
ID = 510
stateno = 510
pos = 50,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
 
 
 
 

 
[State 261, End]
type = ChangeState
trigger1 = time = 100
value = 263
ctrl = 0
 
 
;--------------------------------------------
;Super Gatling Fists
[Statedef 510]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 510
sprpriority = 3
 
 
 
[State 240, 1]
type = HitDef
trigger1 = (AnimElem = 1, > 0)
attr = A, SA
hitflag = MAF
guardflag = M
animtype = Back
air.animtype = Back
priority = 5, Hit
damage = 50,5
pausetime = 0,10
;guard.pausetime = 5,8
sparkno = -1;S6111
guard.sparkno = s7000
sparkxy = -30,-50
hitsound = S3,20
guardsound = S0,8
ground.type = Trip
air.type = Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel = 0.45
ground.velocity = -7,-6
guard.velocity = -3
air.velocity = -8,-5
airguard.velocity = -5,-3.7
;ground.cornerpush.veloff = -5
fall = 1
envshake.time = 20
envshake.freq = 180
envshake.ampl = -4
envshake.phase = 90
 
 
 
 
 
 
 
 
 
 
 
[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
 
[State 510, End]
type = ChangeState
trigger1 = animtime = 0
value = 263
ctrl = 0
 
 
 
;--------------------------------------------
;Super Gatling End
[Statedef 263]
type = S
physics = S
velset = 0,0
ctrl = 0
anim = 263
 
[State 263, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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[state 0, DestroySelf]

type = DestroySelf

trigger1 = animtime = 0

[state 510, End]

type = ChangeState

trigger1 = animtime = 0

value = 263

ctrl = 0

You're destroying and changing state here. DestroySelf will take priority as it comes before the ChangeState, but the DestroySelf really should be in the last state unless the triggers are going to change to something more specific.

For the DestroySelf though, you can set ignorehitpause=1 as I mentioned before and change the trigger to something time-based instead. That way, your trigger won't be relying on the animation, which will be paused during hits.

 

51fd7dd1e8049.png

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oh i dont even know why i had that changestate there it didn't need it.

 

but i removed that

 

anyway...

 

i changed it to timebased but nothing different happened, its still sticking around

 

and by adding ignorehitpause=1 do you mean inside the DestroySelf or the helper because i already had it there. (and tried it in the DestroySelf nothing happened)

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oh i dont even know why i had that changestate there it didn't need it.

 

but i removed that

 

anyway...

 

i changed it to timebased but nothing different happened, its still sticking around

 

and by adding ignorehitpause=1 do you mean inside the DestroySelf or the helper because i already had it there. (and tried it in the DestroySelf nothing happened)

Hmm, well another idea that comes to mind is splitting the CLSN and animation into two different entities. The Helper's animation would be your CLSN animation and the effect animation would be an Explod that's bound to the Helper (through bindtime). Give that Explod an ID and make sure to remove it when you need to, using RemoveExplod and passing the ID of your explod to the ID parameter.

 

51fd7dd1e8049.png

-[Все слова это только слова.]-

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follow up question...

 

how can i make the helper attack move the opponent when it hits like all other attacks?

 

they just stand still and take the attacks until its over and then get knocked back and into the air

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got it to work like i wanted.

 

but how can i get the helper to move across the screen with my character? The separate Red CLSN moves with me but not the other.

The effect is an Explod right? bindtime=-1, pos=x,y, and postype=p1. Those will help you bind and position the Explod to the helper. If it's a helper that's the effect, use BindToParent or PosSet.

 

51fd7dd1e8049.png

-[Все слова это только слова.]-

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