I need help, in the counter attack I created, the character gets stuck in the animation infinitely, the counter attack does not hurt too.here my code;Counter[StateDef 9857]type = Smovetype= Apsysics = Njuggle = 4poweradd= -950velset = 0,0anim = 9857ctrl = 0sprpriority = 8[State 0, ReversalDef]type = ReversalDeftrigger1 = animelem = 4reversal.attr = S,NA,SA,HApausetime = 0,20sparkno = S3sparkxy = 0,-50plstateno = 1410[State 0, HitOverride]type= HitOverridetrigger1 = time > 30attr = S,NAstateno = 9857time = 1forceair = 0[State 9857, 0]type = ChangeStatetrigger1 = AnimTime = 5value = 0ctrl = 1attr = S, NAdamage = 10, 35, 10animtype = hardguardflags = MAhitflag = MAFpriority = 7, hitpausetime = 8, 8sparkno = 1sparkxy = -10, -76hitsound = 5, 0guardsound = 6, 0ground.type = highground.slidetime = 5ground.hittime = 12ground.velocity = -4airguard.velocity = -1.9,-.8air.type = Highair.velocity = -1.4,-3air.hittime = 12What I want to do with this counter attack is: a counter attack that gives an intangible boost to the opponent and deals damage and, as you can see, is very early on.I also want to know how to create an attack that causes a knockback that pushes the enemy until the end of the stage
This is your problem. Code: [State 9857, 0]type = ChangeStatetrigger1 = AnimTime = 5value = 0ctrl = 1attr = S, NAdamage = 10, 35, 10You have what looks to be a ChangeState in the middle of a Hitdef. With you saying it gets stuck in a loop, AnimTime = 5, Make sure your animation is set up properly too.