Hi
i'm trying to make a throw animation and i use the throw creator
when i grab the oponnet, the animation is fine, but when it ends, the p2 don't fall. the p2 is standing in the air
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800
; Notes: The '-' symbol in the hitflag field means that it only affects
; players who are not in a hit state. This prevents the player from combo-ing
; into the throw. The priority should be set to a low number, such as
; 1 or 2, so that the throw does not take precedence over normal attacks.
; The type of priority must always be set to "Miss" or "Dodge" for throws,
; otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT ;Attributes: Standing, Normal Throw
hitflag = M- ;Affect only ground people who are not being hit
priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
sparkno = -1 ;No spark
sprpriority = 1 ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
p2facing = 1 ;Force p2 to face player
p1stateno = 810 ;On success, player changes to state 810
p2stateno = 820 ;If hit, p2 changes to state 820 in player's cns
fall = 1 ;Force p2 into falling down
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
; various offsets based on his current frame of animation. For
; example, [State 810, Bind 1] binds the opponent to an offset of
; 28 pixels in front of the player. That puts him around where the hand
; is at. Is is important to keep the opponent bound using a
; TargetBind controller at all times, until you let him go. This
; is especially important if your player has a Clsn2 box that
; allows him to get hit while throwing someone. Each time a player
; gets hit, all his bound targets will be set to a fall state. If
; the opponent is not bound, then he might get stuck in his thrown
; state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
; life, and a TargetState controller to change his state to a
; falling state when KFM lets go of him.
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 37, -15.333333333333
[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 23, -54.666666666667
[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -29, -40.666666666667
[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -131.66666666667, -72
[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78
[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 21
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
; hit by the throw HitDef. The important thing here is to use a
; ChangeAnim2 controller. The difference between ChangeAnim2 and
; ChangeAnim is that ChangeAnim2 changes the player's animation to
; an action in the AIR file of the attacker (in this case, kfm.air),
; whereas ChangeAnim always changes the player to an action in his
; own AIR file. Look at Action 820 in kfm.air for some extra
; comments.
[Statedef 820]
type = A
movetype= H
physics = N
velset = 0,0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
; falling down onto the ground. The SelfState controller sets the
; opponent back using to his own state file when he his the ground.
; Controllers 821,2 and 821,3 allow the opponent to recover by
; hitting his recovery command when he is falling.
[Statedef 821]
type = A
movetype = H
physics = N
velset = 14,5
poweradd = 40
[State 821, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4
[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER
[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
I don't know where's is the problem :C
Help?