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Author Topic: how do I make the dizzy state disable?  (Read 805 times)

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Offline -Whiplash-

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how do I make the dizzy state disable?
« on: February 24, 2014, 11:15:40 AM »
Hi Guys.

I've been making Thanos for about a week now, and everything was going fine until I reached His Death Sphere special.

It's a projectile that cause a dizzy state upon hit and that works fine, but I'm not sure how to stop the dizzy state when you are hit with the move during the dizzy state.

Right now the move just resets the dizzy state and creates an infinite. Also, another thing I want to do is make it so P2 can't be pushed or move at all in the dizzy state, how do I go about that?

Here's what I have so far:

Code: [Select]
;---------------------------------------------------------------------------
; Death Sphere Light
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 55
velset = 0,0
anim = 1480
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = Animelem = 6
anim = 6011
ID = 6011
sprpriority = 1
pos = -10,0
bindtime = 1
removetime = -2
pausemovetime = 0
sprpriority = -1
removeongethit = 0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 210, 0

[State 1100, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1480, 0

[State 1100, Projectile]
type = Projectile
trigger1 = animelem = 8
ProjID = 1100
projanim = 21480
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 4, 0
projhits = 1
projsprpriority = 3
offset = 0,-60
postype = p1         ;p2,front,back,left,right
attr = S, SA
animtype  = Med
damage    = 91
priority  = 5
Hitflag = M
guardflag = MA
pausetime = 0,0
Sparkno = s8003
sparkxy = 20,0
guard.sparkno = s6000
hitsound   = S0,0
guardsound = S0, 6
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -1
air.velocity = 0,0
airguard.velocity = -1,-1
p2facing = 1
p2stateno = 1045
forcestand = 1         ;Force p2 into a standing state if hit

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1045]
type = S
movetype = H
physics = S
ctrl = 0
sprpriority = 1

[State 1045, 2]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 1045, 4]
type = NotHitBy
trigger1 = time = 170
value = ,AP
time = 10

[State 1045, Explod]
type = Explod
trigger1 = time = 1
anim = 21485
ID = 21485
pos = -10,-60
postype = p1  ;p2,front,back,left,right
bindtime = 171
removetime = 171
ontop = 1
removeongethit = 1


[State 1045, 5]
type = SelfState
trigger1 = time >= 171
value = 0

1100 is the projectile state, while state 1045 is the dizzy state itself. What do I do? and thanks.
« Last Edit: February 24, 2014, 03:41:05 PM by -Whiplash- »



Offline DEMONKAI

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Re: how do I make the dizzy state disable?
« Reply #1 on: February 28, 2014, 11:17:36 PM »
Well This is what ive been using in my characters custom dizzy states


[Statedef 9508];<-- custom state number in hit def
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5300;<----custom dizzy animation

[State 0, ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 9508, DestroySelf]
type = DestroySelf
trigger1 = time = 500;<---time target animation stays in dizzy state which of course youll have to adjust to make it less shorter and eventually stops so it doesnt become infinite
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Cyanide

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Re: how do I make the dizzy state disable?
« Reply #2 on: March 01, 2014, 02:42:44 AM »
Destroyself should be used for helpers only. Use a selfstate.

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