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Having a problem with char being stuck in mid-air, anims not working??!! (Read 7544 times)

Started by #Shaun, September 28, 2007, 04:25:16 pm
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Having a problem with char being stuck in mid-air, anims not working??!!
#1  September 28, 2007, 04:25:16 pm
  • *****
  • corner push pusher
Well, I re-released a better beta (still a little-bit buggy) of Evil Lucky.  The most notable problem I see is that his intro/win/lose (time over) animations don't work,.  The animations are set and the anim # are correct.  I can't understand what's wrong with it.

On top of that, if you make EL jump into the air, then hold down + a,b,c,x,y,or z, he gets stuck in mid-air.  It's not infinite though - if you just jump up he goes back down to the ground.

....What am I doing wrong?

CNS

; Lose by Time Over
; CNS difficulty: basic
; CNS ƒŒƒxƒ‹: Šî–{
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS ƒŒƒxƒ‹: Šî–{
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS ƒŒƒxƒ‹: Šî–{
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 180, 1]
type = Explod
trigger1 = time = 0
id = 182
anim = 182
pos = 0,0
sprpriority = 4
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = -1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;=======================================================================
; Introduction =========================================================
;=======================================================================
; Introduction
; CNS difficulty: basic
; CNS ƒŒƒxƒ‹: Šî–{
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 1
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


ANIM


;Introduction
[Begin Action 190]
Clsn2Default: 1
  Clsn2[0] = -16, -118, 19, 1
0,2, 0,0, 4
0,3, 0,0, 4
0,4, 0,0, 4
0,5, 0,0, 4
0,6, 0,0, 4
0,7, 0,0, 4
0,8, 0,0, 10
0,9, 0,0, 4
0,10, 0,0, 3
0,11, 0,0, 3
0,12, 0,0, 3
0,13, 0,0, 2
0,14, 0,0, 2
0,15, 0,0, 4
0,16, 0,0, 5
0,17, 0,0, 58

;Taunt
[Begin Action 195]
20,0, 0,0, 7
20,2, 0,0, 4
200,0, 0,0, 25


;Win
[Begin Action 181]
2550,0, 0,0, 0
2550,1, 0,0, 0


;Win (Death Bound Graphic)
[Begin Action 182]
2900,0, 0,0, 1
2900,1, 0,0, 1
2900,2, 0,0, 1
2900,3, 0,0, 2
Loopstart
2900,4, 0,0, 2
2900,5, 0,0, 2


;Lose (Time Over)
[Begin Action 170]
2010,0, 0,0, -1


;Draw Game
[Begin Action 175]
2010,0, 0,0, -1