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Trigger Explod on P1 GetHit [SOLVED] (Read 432 times)

Started by KBN22, January 23, 2011, 11:47:04 pm
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Trigger Explod on P1 GetHit [SOLVED]
New #1  January 23, 2011, 11:47:04 pm
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I've recently been trying to add a CFAS style BG with the Glass Break to my Ryu edit using this:
Code:
[State 3000, Break Glass Explod]
type = Explod
trigger1 = time = 180
anim = 8205
ID = 8205
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 4
ontop = 0
ownpal = 0
removeongethit = 0

[State 8890, Break Glass Sound]
type = PlaySnd
trigger1 = time = 180
value = 8205,0
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent=1

And it works well, but I also want to trigger the Glass Break when Ryu gets hit out of his Super. I tried adding a trigger1 = movetype = H, but nothing happens..IS there a way I can trigger this explod when Ryu gets hit using the same code above?
Last Edit: January 24, 2011, 12:47:08 am by KBN22
Re: Trigger Explod on P1 GetHit
#2  January 24, 2011, 12:07:33 am
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[mcode][State -2,              Explod]
type                    = Explod
triggerall              = (((Stateno = [5000,5999])&&(PrevStateno="the state where you Get hit" )&&(NumExplod(IDExplod)<1)))
trigger1                = HitShakeOver = 0
anim                    = Anim
ID                      = IDExplod
pos                     = 0,0
postype                 = left
bindtime                = -1
removetime              = -2
scale                   = 1,1
sprpriority             = 4
ownpal                  = 1
ignorehitpause          = 1
persistent              = 0[/mcode]
 :)

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Re: Trigger Explod on P1 GetHit
#3  January 24, 2011, 12:23:21 am
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That worked perfectly, Thank you so much!!