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Author Topic: Projectile spamming help  (Read 906 times)

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Offline Angsty Meier Link

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Projectile spamming help
« on: June 01, 2008, 04:52:07 PM »
Ok so the character I'm playing around with, he can spam with his projectiles and I don't want him to. As soon as the animations done he can shoot another one, and with a different projectile he can actually cancel out of it into another one for an infinite combo.

I want to put a some kind of delay on the time between when you do them after one another. For the ground projectile I just need to make it so he can't shoot another one until the first one is off the screen (or hits). For the air ones I don't know how to stop them from being able to cancel into themselves. He has a horizontal beam and an angled beam, like cyclops. Thanks



Offline Scar

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Re: Projectile spamming help
« Reply #1 on: June 01, 2008, 11:10:27 PM »
You just have to add the trigger in red.

example
[State -1, Hadouken]
type = ChangeState
value = 1020
triggerall = !var(59)
triggerall = command = "High"
trigger1 = Statetype != A && ctrl
triggerall = numproj = 0

The red trigger prevent the character from spamming his projectile.
!!Unite, Mobilize, Destroy!!

Offline Angsty Meier Link

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Re: Projectile spamming help
« Reply #2 on: June 02, 2008, 12:35:31 AM »
Thats the one, thanks so much Scar!

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