Tyler Posted May 18, 2015 Share Posted May 18, 2015 How can i make a helper ignore the pausetime from its hitdef? right now it doesn't disappear on time when it hits p2 because of it Link to comment Share on other sites More sharing options...
0 PlasmoidThunder Posted May 18, 2015 Share Posted May 18, 2015 If the helper is doing the attacking, then set the first value of pausetime in its HitDef to 0. So if the pausetime is 8,8, it'd be 0,8. Project LG said: God knows you shit out characters like a friggin' gumball machine. Link to comment Share on other sites More sharing options...
0 Tyler Posted May 18, 2015 Author Share Posted May 18, 2015 well yeah but then theres no pause effect when hes hit. or is there another way to get that? Link to comment Share on other sites More sharing options...
0 Алексей Posted May 18, 2015 Share Posted May 18, 2015 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. -[Все слова это только слова.]- Link to comment Share on other sites More sharing options...
0 Tyler Posted May 18, 2015 Author Share Posted May 18, 2015 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 Link to comment Share on other sites More sharing options...
0 Алексей Posted May 18, 2015 Share Posted May 18, 2015 [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. -[Все слова это только слова.]- Link to comment Share on other sites More sharing options...
0 Tyler Posted May 19, 2015 Author Share Posted May 19, 2015 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) Link to comment Share on other sites More sharing options...
0 Алексей Posted May 19, 2015 Share Posted May 19, 2015 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. -[Все слова это только слова.]- Link to comment Share on other sites More sharing options...
0 Tyler Posted May 20, 2015 Author Share Posted May 20, 2015 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 Link to comment Share on other sites More sharing options...
0 Алексей Posted May 20, 2015 Share Posted May 20, 2015 I'm not quite sure what you mean. You just use a HitDef, making sure that the animation of the Helper is the Red CLSN animation. -[Все слова это только слова.]- Link to comment Share on other sites More sharing options...
0 Ryon Posted May 21, 2015 Share Posted May 21, 2015 make the pausetime 1 tick longer for the helper. pausetime = 6 ,5 and make sure there is a decent value for ground.velocity. this way the will have a second to move after being hit. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates - Link to comment Share on other sites More sharing options...
0 Tyler Posted May 21, 2015 Author Share Posted May 21, 2015 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. Link to comment Share on other sites More sharing options...
0 Алексей Posted May 21, 2015 Share Posted May 21, 2015 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. -[Все слова это только слова.]- Link to comment Share on other sites More sharing options...
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Tyler
How can i make a helper ignore the pausetime from its hitdef?
right now it doesn't disappear on time when it hits p2 because of it
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