I've been trying to figure out how to stop my character from being able to walk, jump etc whilst in a clinch state. Is there a way to ignore the direction being held or disable walking whilst attacking during this state?
Here's what I have so far:
Clinch Spoiler, click to toggle visibilty
;==========================================================================
; 1 - INITIATE CLINCH
;==========================================================================
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 802
p2stateno = 811
guard.dist = 0
fall = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
numhits = 0
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 801
ctrl = 1
;==========================================================================
; 2 - MISS CLINCH
;==========================================================================
[Statedef 801]
type = S
movetype = I
physics = S
ctrl = 0
anim = 801
velset = 0
[State 801, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;==========================================================================
; 3 - CLINCH SUCCESS
;==========================================================================
[Statedef 802]
type = S
movetype= I
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 802
sprpriority = 2
[State 802, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 4
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
guard.dist = 0
[State 802, CtrlSet]
type = CtrlSet
trigger1 = command = "a" || command = "b" || command = "c" && ctrl = 0
trigger2 = command = "x" || command = "y" || command = "z" && ctrl = 0
value = 1
[State 802, 3]
type = ChangeState
trigger1 = time = 70
value = 801
ctrl = 0
[Statedef 811]
type = S
movetype = H
physics = S
ctrl = 0
anim = 811
velset = 0
[State 811, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
An attack during clinch state Spoiler, click to toggle visibilty
;==========================================================================
; 4 - LIGHT KICK [LEG ROUNDHOUSE]
;==========================================================================
[Statedef 235]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 235
poweradd = 50
sprpriority = 2
[State 235, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 32, 4
animtype = Back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 8
sparkno = 0
sparkxy = -20, -37
hitsound = 5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 0
ground.hittime = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 235, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 235, 3]
type = SprPriority
trigger1 = AnimElem = 2
value = 1
[State 235, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 800
ctrl = 1
Also - what would be the easiest way to perform this type of thing:
During clinch state - press "a" to knee, after 1.5 seconds of no input both players return to state 0
- press "a" again to kick, after 1.5 secs... " "
- press "a" yet again for finish, after 1.5 secs... " "