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Air Walking (Read 222 times)

Started by Mark85, June 17, 2019, 01:16:25 am
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Air Walking
#1  June 17, 2019, 01:16:25 am
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So I'm editing a character,Makoto and she is air walking for some reason,normally it happened by  holding db and  two kicks
however after implementing a var
[State -3, Chain Combo Reset]
type = VarSet
trigger1 = 1
var(4) = 0
ignoreHitPause = 1

[State -3, Chain Combo Check]
type=VarSet
trigger1=var(20) && (StateNo=[200,699]) && MoveContact
trigger2=var(20) && (StateNo=[1000,2999]) && MoveContact
var(4)=1
ignoreHitPause=1

she seems to be able to do it if I press a button when jumping,any help with this?
Re: Air Walking
#2  June 17, 2019, 01:18:23 am
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 Chances are, it's likely something very simple like incorrect statetype or changestates that aren't assigned with a statetype upon entering them.
Re: Air Walking
#3  June 17, 2019, 01:20:48 am
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how do I fix it? by using an StatetypeSet or sth?
Re: Air Walking
#4  June 17, 2019, 01:28:50 am
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 Yeah, you can use statetypesets during certain conditions like at what time/animelem inside the state where they start jumping/just landed or if you want it to start at the very beginning of the state, just define it in the statedef instead.
Re: Air Walking
#5  June 17, 2019, 01:33:42 am
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thanks,Imma mark solved
Re: Air Walking
#6  June 17, 2019, 01:36:26 am
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 I'll just give one more piece of advice that it's preferable to use physics = N instead of physics = A if you want your aerial moves to incur extra landing lag like a Shoryuken since physics = A will make you go into your character's normal landing state instead of whatever landing state is dictated by the attack.