made a new post since the problems in the last thread were solved already (as per the thread title)
anyway, these:
1) i have this certain varset issue.
;---------------------------------------------------------------------------
;Satetsu Kaihou Puppet Prepare
[Statedef 50000]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 55000
sprpriority = 1
[State 2303, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 2020
time = 1
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,2
volume = 600
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,14
volume = 800
[State 50000, parentvarset]
type = parentvarset
trigger1 = animelem = 1
v = 31
value = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = animelem = 1
v = 29
range = -80,-120
;ignorehitpause =
;persistent =
;Summon Spear
[State 8060, 2]
type = helper
trigger1 = animelem = 4
helpertype = normal
stateno = 55100
pos = -20,var(29)
postype = front
ontop = 1
ID = 1602
;Summon Hammer
[State 8060, 3]
type = helper
trigger1 = animelem = 4
helpertype = normal
stateno = 56100
pos = -300,var(29)
postype = front
ontop = 1
ID = 1603
[State 2030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50001
ctrl = 1
[State 2030, 4]
type = changestate
trigger1 = parent, command = "s"
trigger2 = parent, life = 0
value = 2099
;---------------------------------------------------------------------------
;Satetsu Kaihou Puppet Release
[Statedef 50001]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 55001
sprpriority = 1
[State 2030, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 2020
time = 1
;;;;;;;;;;;;;;;;;;;;THE PROBLEM;;;;;;;;;;;;;;;;
[State 50001, VarSet]
type = VarSet
trigger1 = animelem = 1
v = 39 ;fv = 10
value = 1
;;;;;;;;;;;;;;;;;;;;THE PROBLEM;;;;;;;;;;;;;;;;
[State 2030, parentvarset]
type = parentvarset
trigger1 = animtime = 0
v = 31
value = 0
[State 2030, parentvarset]
type = parentvarset
trigger1 = parent, command = "s"
v = 20
value = 5
[State 45000, parentvarset]
type = parentvarset
trigger1 = animtime = 0
v = 31
value = 0
[State 2030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2000
ctrl = 1
[State 2030, 4]
type = changestate
trigger1 = parent, command = "s"
trigger2 = parent, life = 0
value = 2099
;------------------------------------------------------------------------
;------------SATETSU STRUCTURES SPAWNED START HERE. PUPPET CODE ENDS HERE
;Spear Summon
[StateDef 55100]
type = S
movetype= A
physics = S
juggle = 3
velset = 0,0
ctrl = 0
anim = 40006
poweradd = 0
sprpriority = 0
[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(59),var(58)
vel = 0,-5
postype = p1
ontop = 1
[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(57),var(56)
vel = 0,-5
postype = p1
ontop = 1
[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(55),var(54)
vel = 0,-5
postype = p1
ontop = 1
[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(53),var(52)
vel = 0,-5
postype = p1
ontop = 1
[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(51),var(50)
vel = 0,-5
postype = p1
ontop = 1
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 59
range = -70,70
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 58
range = 60,-130
;range = -120,-200
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 57
range = -70,70
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 56
range = 60,-130
;range = -120,-200
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 55
range = -70,70
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 54
range = 60,-130
;range = -120,-200
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 53
range = -70,70
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 52
range = 60,-130
;range = -120,-200
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 51
range = -60,60
[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 50
range = 60,-130
;range = -120,-200
;;;;;;;;;;;;;;;;;;;;THE PROBLEM;;;;;;;;;;;;;;;;
[State 55100, 4]
type = ChangeState
trigger1 = var(39) = 1
value = 55200
;;;;;;;;;;;;;;;;;;;;THE PROBLEM;;;;;;;;;;;;;;;;
;Spear Ram
[StateDef 55200]
type = S
movetype= A
physics = S
juggle = 3
velset = 0,0
ctrl = 0
anim = 50020
poweradd = 0
sprpriority = 0
[State 55200, VelSet]
type = VelSet
trigger1 = time > 0
x = -13
[State 55200, ChangeState]
type = ChangeState
trigger1 = time >= 10
value = 55300 ; to spear blast
ctrl = 0
the puppet would spawn an immobile striker-helper in the first stage.
if the puppet is finished preparing the attack (the puppet would then go to the second state), he will "release" the attack, setting var(39) to 1. then, the attack should start moving since the trigger for the spawned helper to start moving is if var(39) = 1.
the problem is, it won't. any ideas?
2) how do i say: "if the CLSN of this attack hits the floor" in a trigger?