I'm using three different types of the same projectile sprite. The player movement shows up, but NOT THE PROJECTILE. Someone PLEASE help.
Animation of fighter performing the projectile
;Specials (DB POW Motion)
[Begin Action 2501]
Clsn2: 3
Clsn2[0] = -33, -22, 49, -2
Clsn2[1] = -33, -41, 29, -21
Clsn2[2] = -19, -95, 14, -3
2500,0, 0,0, 3
Clsn2: 3
Clsn2[0] = -39, -17, 51, -4
Clsn2[1] = -30, -35, 40, -12
Clsn2[2] = -20, -86, 19, -1
2500,1, 0,0, 3
Clsn2: 2
Clsn2[0] = -30, -31, 55, -1
Clsn2[1] = -4, -70, 25, -1
2500,2, 0,0, 13
Animation of the projectile itself
;Specials (DB POW Projectile)
[Begin Action 2903]
2900,0, 0,0, 1
2900,1, 0,0, 1
Clsn1: 1
Clsn1[0] = -26, -47, 25, -3
Clsn2: 1
Clsn2[0] = -26, -46, 25, -2
2900,2, 0,0, 1
Clsn1: 1
Clsn1[0] = -28, -116, 26, 1
Clsn2: 1
Clsn2[0] = -28, -116, 26, 1
2900,3, 0,0, 1
Clsn1: 1
Clsn1[0] = -28, -10002, 31, 1
Clsn2: 1
Clsn2[0] = -28, -10001, 30, 1
2900,4, 0,0, 1
Clsn1: 1
Clsn1[0] = -30, -10000, 30, 3
Clsn2: 1
Clsn2[0] = -30, -10002, 31, 3
2900,5, 0,0, 1
Clsn1: 1
Clsn1[0] = -28, -10007, 33, -2
Clsn2: 1
Clsn2[0] = -28, -10008, 33, -2
2900,4, 0,0, 1
Clsn1: 1
Clsn1[0] = -29, -10001, 32, 4
Clsn2: 1
Clsn2[0] = -29, -10005, 32, 0
2900,5, 0,0, 1
Clsn1: 1
Clsn1[0] = -28, -10001, 33, 4
Clsn2: 1
Clsn2[0] = -28, -10003, 33, 2
2900,4, 0,0, 1
Clsn1: 1
Clsn1[0] = -28, -10002, 32, 4
Clsn2: 1
Clsn2[0] = -29, -10003, 32, 2
2900,5, 0,0, 1
Clsn1: 1
Clsn1[0] = -28, -10004, 32, 1
Clsn2: 1
Clsn2[0] = -28, -10006, 32, 1
2900,4, 0,0, 1
Clsn1: 1
Clsn1[0] = -31, -10005, 33, 0
Clsn2: 1
Clsn2[0] = -30, -10006, 32, -1
2900,5, 0,0, 1
2900,6, 0,0, 2
2900,7, 0,0, 2
2900,8, 0,0, 3
2900,9, 0,0, 3
2900,10, 0,0, 3
2900,11, 0,0, 4
The CNS code
=============
; Specials (DB POW)
[Statedef 2900]
type = S
movetype = A
physics = S
anim = 2501
juggle = 11
velset = 0,0
ctrl = 0
;[State 2900, 1]
;type = playsnd
;trigger1 = animelem = 5, =1
;value = 5,6
;volume = 40
[State 2900, 2]
type = playsnd
trigger1 = Time = 0
;trigger1 = animelem = 5, =1
value = 6,0
volume = 40
[State 2900, FS];foreground superspark
type = Explod
trigger1 = Time = 0
anim = 1351
id = 1351
pos = -37,-138
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1
[State 2900, BGS];background superspark
type = Explod
trigger1 = Time = 0
anim = 1352
id = 1352
pos = -37,-138
postype = p1
supermove = 1
bindtime = 30
ontop = 0
ownpal = 1
[State 2900, 4]
type = Projectile
trigger1 = AnimElem = 5,=1
attr = S, HP
projID = 2903
projanim = 2903
projshadow = 68,68,68
projremove = 0
projremovetime = 20
projpriority = 9999
offset = 70,10
velocity = .000001
ownpal = 1
damage = 120,30
animtype = diagup
hitflag = MAFP
guardflag = M
pausetime = 0,14
sparkno = S1040
sparkxy = 0,-50
guard.sparkno = S1042
hitsound = S280,0
guardsound = S200,3
ground.type = Low
ground.slidetime = 14
ground.hittime = 19
air.hittime = 100
ground.velocity = -1,-10
guard.velocity = -9
air.velocity = -1,-7
down.velocity = -1,-2
air.fall = 1
getpower = 40,40
givepower = 30,30
fall = 1
fall.recover = 0
air.juggle = 11
[State 2900, 5]
type = Projectile
trigger1 = AnimElem = 5
attr = A, SP
projID = 2903
projanim = 2903
projshadow = 68,68,68
projremove = 0
projremovetime = 20
projpriority = 9999
offset = 70,10
velocity = .000001
ownpal = 1
damage = 120,30
animtype = diagup
hitflag = A
guardflag = M
pausetime = 0,14
sparkno = S1040
sparkxy = 0,-50
guard.sparkno = S1042
hitsound = S280,0
guardsound = S200,3
ground.type = High
ground.slidetime = 14
ground.hittime = 19
air.hittime = 100
ground.velocity = -1,-10
guard.velocity = -9
air.velocity = -1,-7
down.velocity = -1,-2
air.fall = 1
getpower = 40,40
givepower = 30,30
fall = 1
fall.recover = 0
air.juggle = 11
[State 2900, 6]
type = Explod
trigger1 = animelem = 5,=1
trigger2 = animelem = 5,=4
id = 61
anim = F61
pos = 70,10
sprpriority = -1
ownpal = 1
removeongethit = 1
removetime = 14
[State 2900, 7]
type = envshake
trigger1 = animelem = 5,=1
time = 16
ampl = -4
[State 2900, 8]
type = playsnd
trigger1 = time = 0
value = 6,0
volume = 60
[State 2900, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1]
The CMD
;Specials (DB POW Projectile)
[State -1, Specials (DB POW Projectile)]
type = ChangeState
value = 2900; animation file of projectile
Triggerall = command = "QCF_X"
Triggerall = Command != "holddown"
ctrl = 1
Trigger1 = StateType = S
I've copy+paste all this two more times, one # higher to each group # and action # to represent new states for the other projectiles (with QCF_Y and Z for the cmds obviously).
WTF GIVES?