I want P1 to disappear upon a Helper making contact with the opponent; however, it just doesn't want to work for me. Ctrl+D reveals that Player 1 is still in the same state they were previously in before the move connected. Here's the code.
[Statedef 2184]
type = S
movetype= A
physics = N
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 14
[State 2184, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 2184, 0
channel = -1
[State 2184, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 14, 0
channel = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 18
add = 80,-20,-200
mul = 256,256,256
sinadd = 40,30,0,10
invertall = 0
color = 0
[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Helper"
ID = 2185
stateno = 2185
pos = 0,-20
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 1666, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Helper
[Statedef 2185]
type = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2184
[State 2185, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HP
damage = 20
priority = 9, Hit
animtype = light
hitflag = MA
hitsound = S401, 0
guardflag = MA
pausetime = 0,114
sparkno = -1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 64
ground.velocity = -5.5
air.velocity = -2.5,-4
kill = 0
p1stateno = 2188
p2stateno = 2186
[State 2185, 2]
type = DestroySelf
trigger1 = AnimTime = 0
trigger1 = movecontact || moveguarded || movereversed
;---------------------------------------------------------------------------
; P2
[Statedef 2186]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 5002
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag = noFG
flag = noshadow
flag = nomusic
flag2 = nobardisplay
[State 0, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 60
anim = 100
sound = F20,0
pos = Const(size.head.pos.x), Const(size.head.pos.y)
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
[State 1666, 1]
type = Explod
trigger1 = Time = 0
anim = 3232
shadow = -1
scale = .5, .5
ownpal = 1
postype = p2
pos = 0, 0
bindtime = 80
removeongethit = 1
sprpriority = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 1666, 1]
type = Explod
trigger1 = Time = 0
anim = 3233
shadow = -1
scale = .5, .5
ownpal = 1
ontop = 1
postype = p2
pos = 0, -80
bindtime = 80
removeongethit = 1
sprpriority = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 2186, 1]
type = PosAdd
trigger1 = Pos Y < 0
y = 6
;---------------------------------------------------------------------------
; P1 Disappears
[Statedef 2188]
type = S
movetype= I
physics = N
ctrl = 0
anim = 9500
sprpriority = -9
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0, 0
[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Helper 2"
ID = 2197
stateno = 2197
pos = -45, -45
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
[State 1666, 4]
type = Explod
trigger1 = Time = 0
anim = 1668
scale = 1, 1
pos = (GameWidth/2), (GameHeight/2)
ownpal = 1
id = 1214
postype = back
bindtime = 80
removetime = 94
removeongethit = 0
;---------------------------------------------------------------------------
; Helper 2
[Statedef 2197]
type = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1666
sprpriority = 9
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2500,0
volumescale = 40
channel = -1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2500,1
volumescale = 40
channel = -1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 32
value = S2502,0
channel = -1
[State 1666, 2]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
damage = 217
priority = 9
animtype = DiagUp
hitflag = MAF
hitsound = S2501, 0+RANDOM%3
pausetime = 1,1
sparkno = S689
sparkxy = 50, 30
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 153
ground.velocity = -6, -7
air.type = Low
air.velocity = -6, -7
air.hittime = 12
air.fall = 1
fall = 1
fall.recover = 0
[State 2185, 2]
type = DestroySelf
trigger1 = AnimTime = 0
Anim 9500 is a blank animation, by the way.