at 0:05 Code: [State 210, 1]type = HitDeftriggerall = !movecontacttrigger1 = 1attr = S, NAanimtype = Lightdamage = 120,50guardflag = MApausetime = 12,12sparkno = -1;s6000guard.sparkno = s7000sparkxy = -8,-25hitsound = S0,13guardsound = S0,8ground.type = Highground.slidetime = 15ground.hittime = 15ground.velocity = -1,-8air.velocity = -32,-6fall = 1envshake.time = 20envshake.freq = 220envshake.ampl = -10envshake.phase = 120p2stateno = 1790;targetstate = 1790;p2facing = 1the character gets stuck in the idle animationand don't receive knockback
Think you can post all the wall bounce custom state related code that apparently starts at state 1790 and onward to see what's the problem?
I found a code in another character and it is now working normal.Here the code:;------------------; Hit by Punt Kick - flying through the air[Statedef 1591]type = Amovetype= Hphysics = N[State 2000, VarAdd - modificación horizontal]type = Varaddtrigger1 = time > 0v = 10value = 27[State 0, AngleDraw]type = AngleDrawtrigger1 = time > 0value = var(10)[State 1291, Velocity]type = HitVelSettrigger1 = Time = 0x = 1y = 1[State 1291, Gravity]type = VelAddtrigger1 = 1y = .45[State 1291, Hit wall]type = ChangeStatetriggerall = Pos y < -15trigger1 = BackEdgeBodyDist <= 10trigger2 = FrontEdgeBodyDist <= 10value = 1592[State 1291, Hit ground]type = SelfStatetrigger1 = (Vel y > 0) && (Pos y >= 0)value = 5100;------------------; Hit by Punt Kick - hit wall[Statedef 1592]type = Amovetype= Hphysics = N[State 1292, Turn]type = Turntrigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)[State 1292, Pos]type = PosAddtrigger1 = Time = 0x = 15 - BackEdgeBodyDist[State 1292, Stop moving]type = PosFreezetrigger1 = 1x = 1y = 1[State 1292, No scroll]type = ScreenBoundtrigger1 = 1value = 1movecamera = 0,1[State 1292, Spark]type = Explodtrigger1 = Time = 0anim = F72pos = 0, floor (screenpos y) - 50postype = backsprpriority = 3[State 1292, Anim]type = ChangeAnim2trigger1 = Time = 0value = 1027[State 1292, Sound]type = PlaySndtrigger1 = Time = 0value = F7,0[State 1292, State]type = ChangeStatetrigger1 = AnimTime = 0value = 1193;------------------; Hit by Punt Kick - bounce off wall[Statedef 1193]type = Amovetype= Hphysics = N[State 1293, Vel Y]type = VelSettrigger1 = Time = 0y = -7[State 1293, Vel X]type = VelSettrigger1 = Time = 0x = 3[State 1293, VelMul]type = VelMultrigger1 = 1x = .98[State 1293, Turn]type = Turntrigger1 = (Time = 0) && (BackEdgeDist < 30)[State 1293, Gravity]type = VelAddtrigger1 = 1y = .35[State 1293, Anim 5050]type = ChangeAnimtrigger1 = Time = 0trigger1 = !SelfAnimExist(5052)value = 5050[State 1293, Anim 5052]type = ChangeAnimtrigger1 = Time = 0trigger1 = SelfAnimExist(5052)value = 5052[State 1293, Anim 5060]type = ChangeAnimtrigger1 = Vel Y > -2trigger1 = Anim = 5050trigger1 = SelfAnimExist(5060)persistent = 0value = 5060[State 1293, Anim 5062]type = ChangeAnimtrigger1 = Vel Y > -2trigger1 = Anim = 5052trigger1 = SelfAnimExist(5062)persistent = 0value = 5062[State 1293, Hit ground]type = SelfStatetrigger1 = (Vel y > 0) && (Pos y >= 0)value = 5100
I am not really keen on manipulating P2's variables in custom state if this is to go by.[State 2000, VarAdd - modificación horizontal]type = Varaddtrigger1 = time > 0v = 10value = 27 This could potentially bug out P2, which is why P2 may be getting stuck in idle stance. Also, Velset is preferable to hitvelset since you have a lot more control over it.