After months of empty promises of bringing out the said standard, now it is in use with Orochi.Its fitting that I update my other characters with this too.Here is the state below. 5130 AND 5131.; Collapse[Statedef 5130]type = Smovetype = Hphysics = Sanim = 5130[State haha]type = DefenceMulSettrigger1 = 1value = 1ignorehitpause = 1; Insert bits of coding here, including hurt sound, or whatever[State haha]type = ChangeStateTrigger1 = anim = 5130trigger1 = animtime = 0value = 5131; Collapse (lying Down)[Statedef 5131]type = Lmovetype = Hphysics = Canim = 5131[State haha]type = PosAddtrigger1 = AnimElem = 1x = 30 ; measure this from the original animation. If your character does not have a posadd in their collapse anim, you may remove this controller.[State haha]type = ChangeAnim;trigger1 = !animexist(5130);trigger1 = !animexist(5131)trigger1 = Anim = 5131trigger1 = AnimTime = 0value = IfElse(SelfAnimExist(5111), 5111, 5110)[State haha]type = ChangeStatetrigger1 = Anim = [5110,5111]value = 5110 + IfElse(Alive, 0, 40) ;;HIT_BOUNCE
That's easy to program. But give me a character that has collapse animations in standing and crouching.I think we can allocate actions 5132 and 5133 for that. The states can be easily changed to accomodate those modifications.