I have some chars that use tracker projectile helpers, it's fine when this is neutralized with a normal projectile. But when it collides with a higher priority projectile like the ones I use on my chars' level 1 supers it still neutralizes them even if they have a priority of 10 or higher.
I've tried using a hidden projectile that shields the main from helpers but sometimes it hits an opponent mid-jump and throws them back causing the real projectile to miss. I've tried various grounds and air velocity to work around that problem but it's only a temporary fix. I would like to know if there is any way that the helper does not neutralize my high priority projectiles.
This is the code of the helpers
;-------------------------------------------------------------------------------
;Tsuiseki Helper1
[Statedef 1203]
type=S
movetype=A
physics=S
anim=1203
[State 1203]
type=PosSet
trigger1=Pos Y>-52
y=-52
[State 1203]
type=HitDef
trigger1=Time=0
attr=S,SA
damage=40,10
getpower=0
givepower=0
hitflag=MAFD
guardflag=MA
pausetime=5,5
sparkxy=0,0
sparkno=s6002
guard.sparkno=s6002
hitsound=F0,2
guardsound=F1,0
ground.type=Trip
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.5
air.velocity=-1.2,-3
guard.velocity=-5
fall=1
[State 1203]
type=velset
trigger1=P2Dist X<0
x=-5
[State 1203]
type=velset
trigger1=P2Dist X=0
x=0
[State 1203]
type=velset
trigger1=P2Dist X>0
x=5
[State 1203]
type=velset
trigger1=P2Dist Y<0
y=-3
[State 1203]
type=velset
trigger1=P2Dist Y=0
y=0
[State 1203]
type=velset
trigger1=P2Dist Y>0
y=3
[State 1203]
type=NotHitBy
trigger1=time>=0
value=,AA,AT
[State 1203]
type=HitOverride
trigger1=time=0
attr=SCA,NP,SP,HP,AP,NA,SA,HA,NT,ST,HT
stateno=1204
time=-1
[State 1203]
type=ChangeState
trigger1=movecontact=1
value=1204
ctrl=0
[State 1203]
type=DestroySelf
trigger1=time=800
;-------------------------------------------------------------------------------
;Tsuiseki Helper2
[Statedef 1204]
type=S
movetype=A
physics=S
juggle=2
poweradd=0
ctrl=0
anim=1203
[State 1204]
type=VelSet
trigger1=time=0
x=0
y=0
[State 1204]
type=Explod
trigger1=time=0
trigger1=var(23)=1
anim=6002
pos=floor(P2BodyDist X),floor(P2BodyDist Y)
postype=p1
removetime=-2
vel=0.7,0
ontop=1
[State 1204]
type=DestroySelf
trigger1=time=0
And this is the one of the Level1 Supers
;===============================================================================
;GekiretsuKodan
[Statedef 2000]
type=S
movetype=H
physics=S
poweradd=-1000
juggle=1
anim=2000
ctrl=0
velset=0,0
[State 2520]
type=Explod
trigger1=Time=1
anim=2010
ID=2010
pos=7,-52
postype=P1
removeongethit=1
removetime=17
scale=1,1
sprpriority=0
ontop=1
removeongethit=1
[State 2000]
type=PlaySnd
trigger1=AnimElem=1
value=S5,2
[State 2000]
type=PlaySnd
trigger1=AnimElem=2
value=F3,1
[State 2000] ;AntiHelperProjectile
type=Projectile
trigger1=AnimElem=2
Projanim=2533
projpriority=1
offset=44,-55
velocity=15,0
remvelocity=.7,0
velmul=1,1
attr=S,NP
animtype=Medium
guardflag=MA
sparkno=-1
guard.sparkno=-1
ground.type=Low
air.type=low
ground.slidetime=0
ground.hittime=0
ground.velocity=-12,-4
air.velocity=-2.5,-5.5
[State 2000]
type=Projectile
trigger1=AnimElem=2
Projanim=2015
projsprpriority=10
ProjHitAnim=6003
ProjRemAnim=6003
projpriority=15
offset=40,-55
velocity=15,0
remvelocity=.7,0
velmul=1,1
attr=S,NP
animtype=Medium
damage=150,5
guardflag=MA
pausetime=20,12
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=F0,3
guardsound=F1,0
ground.type=Low
ground.slidetime=15
ground.hittime=9
ground.velocity=-12,-4
air.type=low
air.velocity=-2.5,-5.5
air.juggle=3
fall=1
down.bounce=1
[State 2000]
type=ChangeState
trigger1=power=0
value=5300
ctrl=1
[State 2000]
Type=ChangeState
trigger1=time=50
value=0
ctrl=1