[Command]
name = "UpBallLight"
command = B, $D, F, $U, a
time = 30
;---------------------------------------------------------------------------
;Light Arcing Medicine Ball
[State -1, Light Arcing Medicine Ball]
type = ChangeState
value = 4000
triggerall = command = "UpBallLight"
triggerall = !Var(2)
triggerall = statetype != A
trigger1 = ctrl || stateno = 40
trigger1 = var(1)
Does the character's jumpsquat timing also matter? The game my character comes from has no startup time on jumping so I just gave him a frame 1 jumpsquat.
Does the character's jumpsquat timing also matter? The game my character comes from has no startup time on jumping so I just gave him a frame 1 jumpsquat.
Yes it does. If your character is in StateNo 40 for 1 frame, that means it can only be input on that exact frame. You'll either have to increase the animation time, allow him to do the move in the air, or change the command.
comment out all of your other commands and see what happens.
-If it doesn't work then something is either wrong with the command or something in your CNS.
-If it does work, start un-commenting the code until you find the conflict.
As soon as you press up your char is in the air 99% of the time.
You should want something like
;---------------------------------------------------------------------------
;Light Arcing Medicine Ball
[State -1, Light Arcing Medicine Ball]
type = ChangeState
value = 4000
triggerall = command = "UpBallLight"
;triggerall = !Var(2) ;get everything else working then comment this back in.
triggerall = statetype = A
trigger1 = ctrl
trigger1 = var(1)
trigger2 = stateno = [40,50]
;trigger2 = time <=3 ;comment this in when it works easy ;adjust the 3 until you get it working how you want.
trigger2 = var(1) ;I like having 2 trigger1s vs all triggeralls.
So then it may be a placement problem. Up, a, may be activating another move.
Extend the buffer time to something stupid.
Drop all the extra movements. Just use
[Command]
name = "UpBallLight"
command = B, $D, F, $U, a
time = 30
&
;---------------------------------------------------------------------------
;Light Arcing Medicine Ball
[State -1, Light Arcing Medicine Ball]
type = ChangeState
value = 4000
trigger1 = command = "UpBallLight"
Put the command at the top of the commands and the changestate at the top of the changestates.
If you can get this to activate using other commands and it doesn't work with just U, a, then you know it's a problem with being in the air.
One thing that could be happening is when you switch to jump, it's airborne. Then when you activate a second move the game sees P1 is pixels above 0 and the speed is 0 and it switches right back to statedef 0