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Global onhit modifier as a hitdef? (Read 194 times)

Started by Ultimaetus, February 02, 2014, 01:07:42 am
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Global onhit modifier as a hitdef?
#1  February 02, 2014, 01:07:42 am
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[SOLVED]
Trying to figure out how to make jumping do damage, I put red collision boxes on the Start jump animations 41-43 but I can't figure out how to make the hitdef work for it.
Last Edit: February 02, 2014, 11:02:41 pm by Ultimaetus
Re: Is it possible to attach a hitdef to your jump?
#2  February 02, 2014, 01:19:07 am
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Make sure you jump state has it's movetype set to A
Re: Is it possible to attach a hitdef to your jump?
#3  February 02, 2014, 01:54:33 am
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This is what I have in my .CNS I have 2 more for Jump foward and Jump backward animations that are identical.

Spoiler, click to toggle visibilty

There isn't much in the CNS other than the 4 things I added.
Re: Is it possible to attach a hitdef to your jump?
#4  February 02, 2014, 10:47:29 am
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I'm not sure why you're using custom jump states for this.

What you should do is, make State 50 have a movetype of A and have a hitdef.

All directions of jumping are handled by going into State 50. (Unless of course you changed the way State 40 works)
Re: Is it possible to attach a hitdef to your jump?
New #5  February 02, 2014, 11:01:57 pm
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New question, I have these states for everytime my guy succesfully hits

Last Edit: February 03, 2014, 01:19:14 am by Ultimaetus