So Im using the super armor code from the code snippet archive (http://mugenguild.com/forumx/index.php?topic=43756.0) and I'm having an issue getting it to work. Granted it is functioning; ie when character A is in its attack state and is hit by character B, it does the super armor thing and keeps character A from going to its hit state. The problem is that it resets character A's animation to the start which means character B can simply smash on the attack button and keep character A frozen in the attacking state.As a bit more info I am trying to use this code to make an attack similar to Street Fighter 4's focus attack.Anyways, any help will be appreciated.
You don't set the animation by theanim = lineYou use a changeanim at time = 0 in EVERY state provided the animation isn't already the anim you want to play. You need to rework your hitdefs too. So they only trigger once.
It doesn't seem necessary to apply it to every state if I only want one move to have super armor. Turns out I was right anyways; I tried it and it seems to work fine.
Wait.when you say "one move", you mean "when I do my qcf+P move, I want a super armor on it, but not on the other qcb+K move" ? Or do you mean "I want the armor to work for only one hit, if I get hit a second time it won't be armored" ?If you mean only a specific move having the armor, then yes, obviously there's no reason to give the armor to the other moves. You know, why give the armor to the other moves if you don't want them to have the armor. Yes, when it's said "do this for every moves" obviously it means all the moves that you want to have the armor.
I did mean only one attack. In terms of how many hits character A takes in the super armor state; thats been handled with a bit of variable work. Yeah I figured that was what it meant. It seemed odd to have to do all that for no reason.