hi therehave this code[State 620, air]type = HitDeftrigger1 = !movecontactattr = A, NAdamage = 30*ceil(ifelse(p2movetype = A,1.5,1)),1animtype = Backhitflag =AFguardflag = Ap2facing = 1pausetime = 0,0sparkno = 401sparkxy =-30-floor(random/100)*4,-100-floor(random/100)*4air.velocity = -10,25yaccel = 1air.fall = 1fall.recover = 0kill = 0fall.kill = 0guard.kill = 0getpower = 10,100givepower = 100, 10priority = 3, Hitfall.damage=20[State 620, ground]type = HitDeftrigger1 =!movecontactattr = A, NAdamage = 30*ceil(ifelse(p2movetype = A,1.5,1)),1animtype = hardhitflag = Mguardflag = Mp2facing = 1pausetime = 0,0sparkno = 401sparkxy =-30-floor(random/100)*4,-100-floor(random/100)*4guard.sparkno = 400ground.type = Highground.slidetime = 25guard.ctrltime = 20ground.hittime = 25ground.velocity = -10, 0air.velocity = -10,25yaccel = 1fall = 0kill = 0fall.kill = 0guard.kill = 0getpower = 10,100givepower = 100, 10priority = 3, Hitp1stateno=521 hitdef for air hit, second for ground. and finaly working only second - ground hitdef. i can rechange position = put ground hitdef in first place and then air hitdef will work. how can i make workable both hitdefs in same time?changing thigersfirst hitdef trigger1 = time = 4second hitdef trigger1 = time = 5working fine!first hitdef trigger1 = time = 4second hitdef trigger1 = time = 4doesnt workhlp
You can't, you can only have a single Hitdef active at any given time. The moment the second Hitdef takes effect, it overwrites the first.
Well..... You can techically can, but it requires a helper method. Here's what I mean.What you would need to do is create a helper always binded/positioned on to player, have the same animation actions as player, and force it's animation frame to player's current frame.From here, you can activate the players single hitdef, and have the helpers hitdef attack when you need it to.
You can also use a projectile. It's easier, but it could screw some code / hitoverrides based on attacks or projectiles.
right. i just wanted to easy divide hitdef to AIR & GROUND hidefs and kickout from triggers p2state or enemynear,blabla and be happy in 2-2 matches. in teory it was nice thing, but practicaly not.anyway thx to every1. lookslike i put triggers back