Hey guys whats up. A while back I've mentioned that there this thing that happens when you use a Helper/Projectile as a primary way to code a fireball ect. Doesn't matter if it's p1 or p2 and what happens is the following: p2 shoots a helper/projectile.p1 nullifies it with a move so everything is ok but:p2 shoots a helper/projectile.p1 does the nullifying move at the right second before the fireball hits, then gets hit and p2 gets a 2 hit combo count or:p2 shoots a helper/projectile.p1 shoots a helper/projectile at the right second before the fireball hits, then gets hit and p2 gets a 2 hit combo count.Sure I understand that in this case helper is bound to root and when a helper hits a helper then its +1 to combo but even with HitAdd's sctrl and numhit parameter it does the same thing. Here's the kicker lol. I put in a pure Projectile code to test this and I did that above ^ if's and I still get a 2 hit combo counter on p2's end, from a pure projectile with no helpers at all So I tried to cheat a little bit and add in the best NotHitBy on the frames I want to be safe at and it still happens do to hit boxes usualy varrying in size so when the frame played its ticks the clsn's activate. Beximus probably did this the best way with his Rose. I think he put a Width so when his Rose nullifies a projectile its really infront of her so shes safe.I tried this with other creators characters that utilize Helper/Projectiles so it's not just me so if anybody uses Helper/Projectiles try it out to see if this happens to you aswell My conclusion is that it's HitOverrides and it's best to use ReversalDef and invisible helpers and lines and lines of code. If you guys do find this valid maybe I should post this on Elecbytes forum?
Helper and player are being hit at the same time. This is a 2 hit combo. I see no great bug as the player themself is not set to avoid damage, just put's something in front of itself for that purpose.
You right it's not a bug and in a match chances of this happening is so low that nobody would really worry about it, and nobody really seems to anyway. It's just upseting me. I could use Beximus's way of covering this up, or just using complete invinsibility *shakes head* as I don't see the need to use ReversalDef for this matter but its just this type of "cosmetic" thats Has it been some zomg hit spark effect then I wouldnt care as much. I just want to use HitOverride, I like it. Thanks for the reply.
Also, since it is a reversal, you may want to add a NotHitBy trigger. Theoretically, that should fix the issue.[mcode][State 0]type = NotHitBytrigger1 =value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HP[/mcode]