Yo, I've managed to make the beams appear in my version of Omega and N64Mario's version by changing the Y axis. The problem is that my version doesn't have the hitboxes, as you can see.
https://streamable.com/j6yir
There doesn't seem to be any value in the hitdefs or anything. I've changed the original numbers (1020, 1021, and 1025) into my numbers (2500, 2501, and 2505), and there is no trace of anim = 1021 in the code, as you can see in the spoilers.
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
; Light Beam Object
[Statedef 1015]
sprpriority = 30
movetype = A
anim = 2450
ctrl = 0
[State 1015, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1015, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1015, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,1000
time = 1
;====================
; Light Beams
;====================
;---------------
; - Foreground -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1020) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1020
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1021) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1021
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1022) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1022
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
;---------------
; - Background -
;---------------
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1023) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1023
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1024) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1024
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
[State 1015, Helper]
type = Helper
triggerall = NumHelper(1025) = 0
trigger1 = Time <= 0
helpertype = normal
name = "Light Beam"
size.yscale = -10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0
id = 1025
pos = 0, 0
postype = P1
stateno = 1020
keyctrl = 0
;---------------
;====================
[State 1015, Sound]
type = PlaySnd
trigger1 = Time <= 0
persistent = 0
value = 0, 7
channel = 0
[State 1015, Anim]
type = ChangeAnim
trigger1 = Root, Anim != 1310
trigger2 = NumHelper(1020) > 0
trigger2 = Helper(1020), StateNo = 1025 || Helper(1020), Anim = 2505
value = Anim
elem = 1
[State 1015, Destroy]
type = DestroySelf
trigger1 = NumHelper(1020) <= 0
trigger1 = NumHelper(1021) <= 0
trigger1 = NumHelper(1022) <= 0
trigger1 = NumHelper(1023) <= 0
trigger1 = NumHelper(1024) <= 0
trigger1 = NumHelper(1025) <= 0
trigger1 = Time > 0
Spoiler, click to toggle visibilty
;--------------------------------------------------------------------------- ; Light Beam Appear
[Statedef 1020]
movetype = A
anim = 2500
ctrl = 0
[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1020, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(0) = 0
[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < var(30)
var(30) = AnimElemNo(0) - 1
[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(30) = 1
[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = var(30)
;-------------------------
; Setup Light Beams
;-------------------------
[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0,100
time = 1
[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)),1000
time = 1
[State 1020, BindToParent]
type = BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)),1000
time = 1
[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1021)
trigger3 = IsHelper(1022)
value = 20
[State 1020, SprPriority]
type = SprPriority
trigger1 = IsHelper(1023)
trigger2 = IsHelper(1024)
trigger3 = IsHelper(1025)
value = -20
;-------------------------
[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim = 2500
trigger1 = AnimTime = 0
value = 2501
[State 1020, State]
type = ChangeState
triggerall = IsHelper(1020) || IsHelper(1021) || IsHelper(1022)
trigger1 = Anim != 2500
value = 1021
[State 1020, State]
type = ChangeState
triggerall = IsHelper(1023) || IsHelper(1024) || IsHelper(1025)
trigger1 = Anim != 2500
value = 1022
[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1310
value = 1025
[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
; Light Beam Move Forward
[Statedef 1021]
sprpriority = 20
movetype = A
juggle = 10
ctrl = 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = 20
[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim != 2501
value = 2501
[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < var(30)
var(30) = AnimElemNo(0) - 1
[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(30) = 1
[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = var(30)
[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = 2 * const(size.xscale)
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = -2 * const(size.xscale)
;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------
;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------
[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5
[State 1020, HitDef]
type = HitDef
trigger1 = NumEnemy > 0
trigger1 = EnemyNear, MoveType != H
attr = A, SP
damage = 30, 0
animtype = Heavy
guardflag = MA
hitflag = MAF-
priority = 3, Hit
pausetime = Ifelse(Root, Var(55) > 0, 0, 1), Ifelse(Root, Var(55) > 0, 0, 5)
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20
[State 1020, State]
type = ChangeState
trigger1 = ParentDist X < -25 * const(size.xscale)
value = 1022
[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1310
value = 1025
[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
; Light Beam Move Back
[Statedef 1022]
sprpriority = -20
movetype = A
juggle = 10
ctrl = 0
[State 1020, SprPriority]
type = SprPriority
trigger1 = 1
value = -20
[State 1020, Anim]
type = ChangeAnim
trigger1 = Anim != 2501
value = 2501
[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < var(30)
var(30) = AnimElemNo(0) - 1
[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(30) = 1
[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = var(30)
[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = -2 * const(size.xscale)
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = -1
fvar(0) = 2 * const(size.xscale)
;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------
;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------
[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = Root, Var(55) > 0
ignorehitpause = 1
value = 0.5
[State 1020, HitDef]
type = HitDef
trigger1 = NumEnemy > 0
trigger1 = EnemyNear, MoveType != H
attr = A, SP
damage = 30, 0
animtype = Heavy
guardflag = MA
hitflag = MAF-
priority = 3, Hit
pausetime = Ifelse(Root, Var(55) > 0, 0, 1), Ifelse(Root, Var(55) > 0, 0, 5)
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S2, 1
guardsound = S2, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -10
airguard.velocity = -4,-1
air.type = Low
air.velocity = -5,-2
air.hittime = 20
[State 1020, State]
type = ChangeState
trigger1 = ParentDist X > 25 * const(size.xscale)
value = 1021
[State 1020, State]
type = ChangeState
trigger1 = Root, Anim != 1310
value = 1025
[State 1020, Destroy]
type = DestroySelf
trigger1 = NumHelper(1015) <= 0
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
; Light Beam End
[Statedef 1025]
movetype = A
velset = 0,0
anim = 2505
ctrl = 0
[State 1020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 1020, VarSet]
type = VarSet
triggerall = Root, Var(55) > 0
trigger1 = AnimElemNo(0) < var(30)
var(30) = AnimElemNo(0) - 1
[State 1020, VarAdd]
type = VarAdd
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
var(30) = 1
[State 1020, Speed]
type = ChangeAnim
triggerall = Root, Var(55) > 0
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = Anim
elem = var(30)
;-------------------------
; Binding to Parent
[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
facing = 1
pos = 0 + FVar(0),100
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
facing = 1
pos = ceil(-20 * const(size.xscale)) + FVar(0),1000
time = 1
[State 1020, BindToParent]
type = null ;BindToParent
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
facing = 1
pos = ceil(20 * const(size.xscale)) + FVar(0),1000
time = 1
;-------------------------
;-------------------------
; Position Set to Parent
[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1020)
trigger2 = IsHelper(1023)
x = Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1021)
trigger2 = IsHelper(1024)
x = (-20 * const(size.xscale)) + Parent, Pos X + FVar(0)
[State 1020, PosSet]
type = PosSet
triggerall = Root, MoveType = A
trigger1 = IsHelper(1022)
trigger2 = IsHelper(1025)
x = (20 * const(size.xscale)) + Parent, Pos X + FVar(0)
;-------------------------
[State 1020, Destroy]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = NumHelper(1015) <= 0
Any ideas? (This is some bizarre coding)