Ok, this is maybe the rookiest question there is but I decided to add intro's after finishing my char and nothing happens.I tried everything and he just immidiatly goes to state 0 and thats it.This is the code I am using:Code: [Statedef 191]type = Sctrl = 0anim = 190velset = 0,0[State 191, 1] ;Freeze animation until PreIntro is overtype = ChangeAnimtrigger1 = RoundState = 0value = 190[State 191, 2] ;Assert this until you want "round 1, fight" to begintype = AssertSpecialtrigger1 = 1flag = Intro[State 191, 3] ;Change to stand state when donetype = ChangeStatetrigger1 = Time >= 54value = 0Why isn't it working?
Use[State 191, 1] ;Freeze animation until PreIntro is overtype = ChangeAnimtrigger1 = Time = 0trigger1 = RoundState = 0value = 190That should do it
Odb718 said, May 29, 2013, 06:44:53 amUse[State 191, 1] ;Freeze animation until PreIntro is overtype = ChangeAnimtrigger1 = Time = 0trigger1 = RoundState = 0value = 190That should do itI changed it but he still goes directly into state 0.I've debugged it but there is no sign of state 191.
Do you have 190 over written? Use Code: [Statedef 190]type = Sctrl = 0velset = 0,0[State 190, Random]type = VarRandomtrigger1 = Time = 0v = 10range = 0,3 [State 190, Intro 1]type = ChangeStatetrigger1 = Var(10) = 0trigger2 = Var(10) = 2value = 191 [State 190, Intro 2]type = ChangeStatetrigger1 = Var(10) = 1 trigger2 = Var(10) = 3value = 192 to make state 190 switch between multiple intros. or in your case your only intro?
why are you using state 191 but anim 190? is that intentional or just typed it by mistake?state 190 is the usual intro state, unless you overrode it or state 190 goes to state 191
Thanks guys, It fixed my problem!I have one other problem, but don't want to make an entire thread again.I have made this AI for my char but sometimes when my AI is dead and laying down, it comes back to life (with 0hp) and starts attacking again. This happens randomly (Like another char is jumping above him).How can I disable this?