im coding a move, and part of it the character is supposed to float up. the state change works at first, but as soon as the vel set happens it does not finish the rest of the animation, and the character just falls down. heres a video of what happens and the code. http://www.youtube.com/watch?v=NtspS7CyHUM[Statedef 940]type = Sctrl = 0anim = 920velset = 0,0sprpriority = -1[State 940, Žc‘œ]type = Afterimagetrigger1 = Time = 0PalContrast = 200, 150, 30palbright = 30,30,0 ;(ÔA—ÎAÂ)–¾‚邳palmul = .80,.80,.80paladd = -10,-10,-10trans = Addtime = -1TimeGap = 2FrameGap = 2length = 10[State -1, ‰¹‚ð–‚炷]type = PlaySndtrigger1 = AnimElem = 16value = 100, 1volume = -100[State -1, ‰¹‚ð–‚炷]type = PlaySndtrigger1 = AnimElem = 16value = 6, 5volume = -100[State 940, ƒwƒ‹ƒp[¢Š«];–‚•ûwtype = Helpertrigger1 = time = 0ID = 21001pos = 0, 10postype = p1facing = 1stateno = 21001size.xscale = 0.70size.yscale = 0.34[State 940, ‰¹‚ð–‚炷]type = PlaySndTrigger1 = time = 0value = 60, 10freqmul = 2.5volume = -200[State 940, ‰¹‚ð–‚炷]type = PlaySndTrigger1 = time = 0value = 50, 4[State 940, ‰¹‚ð–‚炷]type = PlaySndTrigger1 = time = 0value = 60, 2[State 940, ˆÚ“®]type = VelSetTrigger1 = animelem = 1y= -8sorry if this is confusing i just started doing this, and there is more code in other states for the move, im not sure if it is needed to help me though .
You don't have a changestate. You haven't applied physics either. I really don't see what that state is supposed to achieve now. You give it a movetype and physics so it behaves the way you want. And when it's done everything you use changestate to leave the state.It's leaving it automatically right now so either what you did at the end of that vid was a basic jump, or physics = A is kicking in and causing you to drop again.You sure you're sending them to 940 and haven't made a typo and sent her to 40 instead?
well i know there isn't a change state in that, in the code previously i used a changestate to go to 940, i just didn't know how to describe this problem. i dont see any errors or anything in the code, for some reason she just falls down and goes into a different animation when shes supposed to continue going up. im sure they go to 940 as well because it starts but just stops for some reason.
Set the physics to N. Make absolutely sure it's going to 940. Use debug to confirm it IS 940 (ctrl+D) and then try agian.
i set physics to N but it is still not working. I checked in debug like you said, and its going to state 940 but then instantly changing to state 50. this is the changestate code i used in the previous state . i dont know why it isnt working, it might be code from another state but im not sure if thats even possible?[State 690, Changestate]type = changestatetrigger1 = animtime = 0value = 940ctrl = 0
You may have 2 state 940's. Do you get ANY of the effects you've put in that state? You should get at least 2 playsnd's. If they're not happening, you're not going to the right state 940, see if there is another one (probably physics = A as well.)
it plays the sound and shows a helper from the state 940. there isn't another state named 940 either, but i borrowed the code from an intro of the character where the state is 930. i just changed the name of the state to 940.
I feel like there is something you're not showing me in that case. Repaste the whole state from the [statedef] line to the NEXT [statedef] line.Give me the code in the .cmd as well that puts you in this state. If this is in fact another link in a string of states, paste the whole move, you can leave out the helper states though.After that i should be able to tell you where you're going wrong.
attack part of the move[Statedef 800]type = Smovetype= Aphysics = Sjuggle = 1poweradd= 0ctrl = 0velset = 0,0anim = 800sprpriority = 2[State 800, 2]type = HitDeftrigger1 = Animelem = 5attr = S, NTdamage = 0, 0animtype = Highguardflag =hitflag = MAFDpriority = 3, Hitpausetime = 0, 17hitsound = s60, 14guardsound = s2, 4ground.type = Highground.slidetime = 20ground.hittime = 20ground.velocity = 0,0airguard.velocity = 0,0air.type = Highair.velocity = 0,0air.hittime = 14getpower = 70,50envshake.time = 10envshake.freq = 70envshake.ampl = 3envshake.phase = 80p1sprpriority = 2p2sprpriority = 1p1stateno = 690p2stateno = 4018ID = 9hitonce = 0[State 800, 3]type = VarsetTrigger1 = animelem = 6FV = 33Value = 0[State -1, 0]type = AfterImagetrigger1 = Time = 0trans = add1TimeGap = 1FrameGap = 2;3time = 29PalBright = 0, 0, 0PalContrast = 128,128,128PalAdd = 0, 0, 0PalMul = 1,1,1;.9, .9, .9length = 20[State 800, ˆÚ“®]type = VelSetTrigger1 = AnimElem = 5x = 6[State 800, 7]type = changestatetrigger1 = animtime = 0ctrl = 1value = 0part after the move hits[StateDef 690];’´‡H•_”eŽa@¬Œ÷type = Smovetype= Aphysics = Sjuggle = 1velset = 0,0ctrl = 0anim = 690sprpriority = 2[State 690, EnvColor]type = Envcolortime = 11trigger1 = time = 21[State 690, ’I?n??‘??e?I?E’u?P];TargetBind?A‘??e?d?e??“I?E?S‘ctype = TargetBindtrigger1 = time = 21pos = 30,(pos Y=0)-90[State 910, ?k“R];?O?? ?h?etype = envshaketrigger1 = time = 2time = 45freq = 100ampl = 15phase = 100[State 690, Changestate]type = changestatetrigger1 = animtime = 0value = 940ctrl = 0part where she is supposed to go in the air[Statedef 940]type = Sctrl = 0anim = 920velset = 0,0physics = Nsprpriority = -1[State 940, Žc‘œ]type = Afterimagetrigger1 = Time = 0PalContrast = 200, 150, 30palbright = 30,30,0 ;(ÔA—ÎAÂ)–¾‚邳palmul = .80,.80,.80paladd = -10,-10,-10trans = Addtime = -1TimeGap = 2FrameGap = 2length = 10[State 940, ˆÚ“®]type = VelSetTrigger1 = animelem = 1y= -8custom state that opponent gets put into after move contact[Statedef 4018]type = Amovetype= Hphysics = Nvelset = 0,0sprpriority = 0[State 4018, ƒwƒ‹ƒp[Á–Å]type = DestroySelfTriggerAll = palno = 12triggerall = isHelpertrigger1 = 1[State 4018, ‘ŠŽè‚̃Aƒjƒ•ÏX]type = ChangeAnim2trigger1 = Time = 0value = 4015[State 4018, ‰æ–ʌŒè]type = screenboundtrigger1 = 1value = 1movecamera = 320[State -1, –³“G]type = NotHitBytrigger1 = 1value = , NA,SA,HA,NP,SP,HP,NT,ST,HT[State 4013, ˆÚ“®]type = possettrigger1 = time = 21y = -90[State 4013, ˆÚ“®]type = possettrigger1 = time = 1y = -50[State 4014,]type = LifeSetTriggerAll = EnemyNear,palno = 12Trigger1 = time > 200value = 1absolute = 1[State -1, ‘ŠŽèƒXƒe[ƒg‚É–ß‚·]type = SelfStatetrigger1 = time > 600value = 5210i can't find anything in the cmd, when i search the value /anim nothing shows up and its all in japanese.
Recreate state 940 and relabel it [statedef 83745] please, i wish to know what happens then. Based on your code, the character should continue going upwards forever.
Rewriting state 940 for you. Tell me what happens[mcode][statedef 940]type = Aphysics = Nmovetype = Ictrl = 0anim = 920velset = 0,0[state velset]type = velsettrigger1 = animelemtime(1) = 0y = -8[state changestate]type = changestatetrigger1 = time = 240value = 50ctrl = 0[/mcode]I have left out your afterimage code, feel free to add it back.