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Author Topic: Delayed SuperJump  (Read 539 times)

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Offline Warcueid

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  • Last Login:February 17, 2020, 10:42:46 PM
Delayed SuperJump
« on: November 26, 2008, 03:01:27 PM »
Heres what I mean: When a launcher is performed, having a long window to input the super jump (holdup). Instead of it being a strict time window of one second and upon impact. How would I change it to make it so I can have a large window to input the follow up. Heres how its currently coded:

;Launcher
[Statedef 205]
type = S
physics = S
movetype = A
anim = 209
velset = 4,0
poweradd = 65
juggle = 3
sprpriority = 1
ctrl = 0

[State 205, Hit]
type = HitDef
trigger1 = AnimElem = 5
damage = 57, 0
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 5, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = 0, -96
hitsound = S22, 5
guardsound = S21, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 50
ground.velocity = 0, -15
airguard.velocity = -1.7, -0.7
air.type = High
air.velocity = 0, -13
air.hittime = 50
yaccel = 0.5

[State 205, Pursuit]
type = ChangeState
triggerall = Anim = 209
trigger1 = MoveContact = 1
trigger1 = MoveGuarded = 0
trigger1 = command = "holdup"
value = 9000
ctrl = 1

[State 205, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 20, 2
channel = 1

[State 205, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1 && Anim = 209
value = 0, 4
channel = 0

[State 205, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Thanks for anyone who helps.



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