oh I know why he doesn't have a running animation carlos, that's partially why I wanted characters to jump in and out, as opposed to running in as there are several characters that only have dashes, so I figured it would be best for everyone to just hop in and out, just to eliminate the issue.
Ah I didn't know you had to use # to block lines in zss, I'll make sure to try again as I made sure to save a backup file as well. If not I'll back here to discuss my results, I'm pretty sure I deleted the right lines, but I will try again on a fresh copy of my backup to make sure.
edit:
So I went back to my backuo for the a4b_tag.zss file and it still seems to have running animations playing regardless, I found these and deleted them and tried blocking them with the # at the front but it still has them doing their run-ins as opposed to jumps oddly. So I'm confused, I actually ran the old version of add004 I used for mugen as opposed to ikemen to see what the change was on my old build but I don't think the same method can be used in Ikemen Go
This was my old mugen builds, left being the jump in/run out, right is run in/run out (default)
Spoiler, click to toggle visibilty
#;sys::partner_run-anim2
persistent(0) if (anim=40) && (animtime=0) && selfanimexist(100) { changeanim{value:100} }
persistent(0) if (anim=100) { turn{} }
#;sys::partner-out-set4
if !time && sysvar(0)>0 && playeridexist(sysvar(0)) {
nothitby{value:sca; time:ifelse(playerid(sysvar(0)),alive=0,25,10) }
}
if (pos y<0) { assertspecial{flag:noshadow} }
screenbound{value:0; movecamera:0,0}
playerpush{value:0}
#;sys::partner_goto-assist1
if (anim=[41,46]) {
if (pos y>=0) || ((pos y+vel y>=0)&&(vel y>0)) {
changestate{value:190195}
Not sure if this is just because of the characters I'm using, as I said the fix you gave me does happen to fix characters sliding from across the front of the screen to assist/tag in which is nice but, unfortunately, unless I did something wrong again, it doesn't seem to make the characters jump in/out so I'm not sure. As mentioned I tried deleting the lines as well as just blocking them with a # symbol