What I want to happen is for a projectile to miss an opponent who was hit in mid air (except on a counter hit).What shouldn't happen:
Eh, I don't think you can activate or deactivate at will a projectile hitting, and you can't modify or even check the juggle points at will either. The most you could do with juggle points is to put a changestate for all your attacks right before they can hit, and decide on how many juggle points they use up depending on the opponent's situation. I don't even know if a nojugglecheck put in statedef -2 could work on a projectile (if the projectile requires by default too many juggle points, and ignores them only if your triggers allow it).To begin with, that should probably be done with a helper. Then in the helper, you'll want to change the movetype to I under the correct triggers, and back to A when those triggers aren't realized. As for that, identifying the triggers you need will be the difficult part. You want it to miss when the (nearest) opponent is in the air, is getting hit, was hit while in the air (but not if he was on the ground), but not if it was on a counter... you'll definitely need a variable or two on the player to track that down then the helper can check the parent's variable, and it won't work properly in team mode.
as byakko said use helpers, then redirect the parent's vars for juggle check to the helper's triggers.
Right, different projectiles (one at a time of course ) are created depending on what state the opponent is in and whether or not there was a counter hit. Thanks.
Mugen's default projectiles take a juggle parameter (air.juggle i think it is) but as we all know, or should, mugen's juggle system is a bit odd.Helpers are definitely the best method. Course the way the clsn's seem to act in THAT move, you could almost use a hitdef. I don't think i've had that thing ever cancel anything out without me getting hit as well...