I have a move which shoots off 4 bullets. When I use the move against itself it counts as 4 hits.Is there anyway to make it so when it hits another helper the amount of hits is zero?Here's the code:[mcode];---------------------------------------------------------------------------; Shoot; CNS difficulty: Meh.[StateDef 200]type = Smovetype= Aphysics = Sjuggle = 1velset = 0,0ctrl = 0anim = 200poweradd = 20[State 0, VarBlah]type = VarSettrigger1 = !timevar(1) = ((random%9)<2)[State 0, VarAdd]type = VarAddtriggerall = var(0) < 8trigger1 = AnimElem = 1v = 0 ;fv =value = 1[State 0, Helper]type = Helpertriggerall = numhelper(200)=0trigger1 = AnimElem= 1helpertype = normal ;playername = "Bullet"ID = 200stateno = 201pos = 18,-22postype = p1 ;p2,front,back,left,rightfacing = 1keyctrl = 0ownpal = 0[State 0, Helper]type = Helpertriggerall = numhelper(201)=0trigger1 = AnimElem= 1helpertype = normal ;playername = "Bullet2"ID = 201stateno = 201pos = 18,-22postype = p1 ;p2,front,back,left,rightfacing = 1keyctrl = 0ownpal = 0[State 0, Helper]type = Helpertriggerall = numhelper(202)=0trigger1 = AnimElem= 1helpertype = normal ;playername = "Bullet3"ID = 202stateno = 201pos = 18,-22postype = p1 ;p2,front,back,left,rightfacing = 1keyctrl = 0ownpal = 0[State 0, Helper]type = Helpertriggerall = numhelper(203)=0trigger1 = AnimElem= 1helpertype = normal ;playername = "Bullet4"ID = 203stateno = 201pos = 18,-22postype = p1 ;p2,front,back,left,rightfacing = 1keyctrl = 0ownpal = 0[State 0, PlaySnd]type = PlaySndtriggerall = var(1) = 0trigger1 = AnimElem = 1value = 0,0volume = 0[State 0, PlaySnd]type = PlaySndtriggerall = var(1) = 1trigger1 = AnimElem = 1value = 200,0volume = 0[State 200, end]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;---------------------------------------------------------------------------; Bullet Helper; CNS difficulty: Meh.[Statedef 201]type= Smovetype=Aphysics = Nvelset = 0,0ctrl = 0anim = 201[State 0, HitOverride]type=HitOverridetrigger1= 1time=-1attr=SCA,AA,AP,ATstateno=203ignorehitpause=1[State 0, HitBy]type=HitBytrigger1= 1time=-1value=SCA,NP,SP,HPignorehitpause=1[State 0, VelSet]type = VelSettrigger1 = 1x = (8+random%2)y = ((1+random%2))/(1+(random%3))[State 1005, movehitvar]type=varsettrigger1= movecontact && numtargettrigger1= !(target,ishelper)var(3)=1[State 0, HitDef]type = HitDeftrigger1 = 1attr = S,NP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HThitflag = MAF ;HLAFD+-guardflag = MLA ;HLAgetpower = 0,0givepower = 0,0animtype = light ;light,medium,hard,back,up,diagupair.animtype = lightpriority = 4,Hit ;Hit,Miss,Dodgedamage = 15 + (root,var(1)*15),2pausetime = 8,8sparkno = 0guard.sparkno = 0sparkxy = 0,0hitsound = 5,0guardsound = 6,0ground.type = High ;Low,Trip,Noneground.slide = 5ground.hittime = 10air.hittime = 12ground.velocity = -4,0air.velocity = -1.4,-3sprpriority = 1numhits = 1[State 0, DestroySelf]type = ChangeStatetrigger1 = MoveContacttrigger2 = Pos Y + Vel Y >= 0value = 203;ignorehitpause =;persistent =[Statedef 203]type = Sphysics = Nvelset = 0,0ctrl = 0anim = 201movehitpersist=1[State 0, DestroySelf]type = DestroySelftrigger1 = !AnimTime;ignorehitpause =;persistent =[/mcode]
This will cut down on your combo counter.Helpers count hits while they are alive, and the hits are only passed over to the next one if the helper is still alive when the next movecontact occursThe only way around this is to have the helpers destroyself as soon as they hit, and use an explod to display their removal animation.