This Helper is created and binded to the parent after the parent complete specific moves. That part works. However, the issue is that this Helper is somehow able to be hit and that leads to it becoming a clone of the parent. Thing is: I noticed that this happens when the helper is targeted by something.Initially the helper had no Blue collision. But out of wishful thinking I added Blue collision and there was still the same result.As an experiment I tried various things: HitOverride, DestroySelf if Move or Statetype changes.This is a trend that happens with all of my helpers not just this one. Knowing me, it's probably a really obvious mistake. Nonetheless, this is driving me crazy.[Statedef 2998]type = Smovetype= Aphysics = Sjuggle = 0velset = 0,0anim = 4ctrl = 0sprpriority = 3[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCA,AP,AT[State 2998, AssertSpecial]type = AssertSpecialtrigger1 = Stateno = 2998flag = noshadowflag2 = unguardable[State 2998, HitDef]type = HitDeftrigger1 = AnimElem = 9attr = S,SA hitflag = MAF animtype = Light air.animtype = lightpriority = 4,Hitdamage = 3,0pausetime = 0 ,0sparkxy = 0,0hitsound = S1,0guardsound = S2,0ground.type = High ground.slidetime = 0ground.hittime = 10air.hittime = 30guard.dist = 45ground.velocity = 0,0air.velocity = 0,0p1getp2facing = 0p2facing = 0 fall = 0fall.yvelocity = -4.5fall.recover = 1fall.recovertime = 4fall.damage = 0down.bounce = 0id = 0chainID = -1nochainID = -1hitonce = 1kill = 1guard.kill = 1fall.kill = 1numhits = 1[State 2998, BindToParent]type = BindToParenttrigger1 = Stateno = 2998pos = 0,-40 [State 2998, DestroySelf]type = DestroySelftrigger1 = Parent,Var(3) != 0trigger2 = Time = 500trigger3 = MoveType != Atrigger4 = StateType != SThanks in advance.
[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCA,AP,ATThat means the helper is not affected by projectiles and throws. But he can still be hit by attacks
XGargoyle said, October 04, 2019, 08:44:35 pm[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCA,AP,ATThat means the helper is not affected by projectiles and throws. But he can still be hit by attacksI'm not sure I understand. I thought the value there made this helper is invincible. What else do I need?
浮幽さくら said, October 04, 2019, 09:22:05 pmChange the value to SCA only.[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCAThe problem still happens.
Mastergeorgeify said, October 04, 2019, 09:30:05 pm浮幽さくら said, October 04, 2019, 09:22:05 pmChange the value to SCA only.[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCAThe problem still happens.[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCAtime = 1
Neo_Fire_Sonic said, October 04, 2019, 09:42:32 pmMastergeorgeify said, October 04, 2019, 09:30:05 pm浮幽さくら said, October 04, 2019, 09:22:05 pmChange the value to SCA only.[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCAThe problem still happens.[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCAtime = 1No change. Still gets hit. I don't get why this is happening.
XGargoyle said, October 04, 2019, 08:44:35 pm[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCA,AP,ATThat means the helper is not affected by projectiles and throws. But he can still be hit by attacks浮幽さくら said, October 04, 2019, 09:22:05 pmChange the value to SCA only.Both of these are correct. Is your helper meant to push other characters? If not, then you don't need a CLSN2. Then you won't even need this code.
Put ignorehitpause in the NotHitby, because the NotHitby sctrl will work until it gets into a pause frame when it hits someone or gets hit. ignorehitpause will prevent that.