This is a wall helper that stays on the ground and should have a "body" that all players CANNOT pass through (as in a literal wall). I already put blue clsn on it (anim 232 only) and use playerpush, but there are problems
- p1 can pass through the wall
- the posset works but when p2 tries to "push" the wall by walking against it, the wall moves but tries to get back to its position (because posset's trigger is 1 I know but I am asking for a better way and to avoid this from happening) basically the wall "vibrates" animation-wise when p2 tries to walk against the wall
- when both players move, the wall stays on its position with respect to the screen (so if it was summoned at center, it stays at center). I don't want this. I want the wall to stay wherever it was called (and can exist off-screen) and won't be pushed by any player
The wall can't be hit by enemy players (but this part is no problem for me).
Here are the codes. States 231 and 233 are just for animations, 232 is the idle state with the problem I am talking about.
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;---------------------------------------------------------------------------
;wall start
[Statedef 231]
type = S
movetype= I
physics = S
juggle = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 231
;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 45
add = 0,50,240
mul = 120,224,150
sinadd = 85,55,110,5
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 1
value = pos x
;ignorehitpause =
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = var(1)
;y = 0
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 232
ctrl = 1
;---------------------------------------------------------------------------
;wall idle
[Statedef 232]
type = S
movetype= I
physics = S
juggle = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 232
[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 0
value = gethitvar(damage)
;ignorehitpause =
;persistent =
[State 0, HitOverride]
type = HitOverride
trigger1 = var(0) < 400
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 232
time = 1
forceair = 0
;ignorehitpause =
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = var(1)
;y = 0
;ignorehitpause =
;persistent =
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = var(0) >= 400
;trigger1 = AnimTime = 0
value = 233
ctrl = 1
;---------------------------------------------------------------------------
;wall (end)
[Statedef 233]
type = S
movetype= I
physics = S
juggle = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 233
;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 45
add = 0,50,240
mul = 120,224,150
sinadd = 85,55,110,5
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = var(1)
;y = 0
;ignorehitpause =
;persistent =
[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0
;ignorehitpause =
;persistent =