Coding a throw for my character, which is supposed to be a headbutt followed by the victim flying back from the impact. However, when the victim is released, he doesn't go into the gravity arc immediately but rises weirdly first. Why this happened was bugging me for the longest time.
I did some testing using ctrl+D to find the issue, and what I found out was that for when the thrown opponent "weirdly rises," time is stuck at 0 and doesn't properly go in the trajectory since the sctrl to apply gravity has a trigger of time > 0. So the question is, what is keeping the time at 0 in my custom states? Since the time is also locked at 0 for when the opponent is held in state 502, I speculate it might be an improper use of TargetBind. Do you guys have an answer?
Code for reference:
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;---------------------------------------------------------------------------
; HP throw
[Statedef 501]
type = S
movetype = A
physics = S
anim = 501
velset = 0,0
ctrl = 0
[State 501, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,0
channel = -1
[State 501, TargetState]
type = TargetState
triggerall = Numtarget(500) = 1
trigger1 = 1
value = 502
ID = 500
[State 501, TargetBind 1]
type = TargetBind
trigger1 = time >= 0
trigger1 = time <= 33
time = 34
pos = 70,-70
[State 501, TargetBind 2]
type = TargetBind
trigger1 = time >= 34
trigger1 = time <= 55
time = 23
pos = 43,-80
[State 501, TargetBind 3]
type = TargetBind
trigger1 = time >= 56
trigger1 = time <= 58
time = 14
pos = 36,-76
[State 501, Damage]
type = TargetLifeAdd
trigger1 = time = 56
value = -80
kill = 1
[State 501, TargetState]
type = TargetState
trigger1 = time >= 59
value = 503
[State 501, StateTypeSet]
type = StateTypeSet
trigger1 = time = 60
statetype = S
movetype = I
physics = S
[State 501, Move end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; HP throw (opponent being held)
[Statedef 502]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
[State 502, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 502
[State 502, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;---------------------------------------------------------------------------
; HP throw (opponent falling)
[Statedef 503]
type = A
movetype = H
physics = N
ctrl = 0
[State 503, VelSet]
type = VelSet
trigger1 = time = 0
x = -4
y = -1
[State 503, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
[State 503, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 503
[State 503, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 2
[State 503, SelfState]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 5100
ctrl = 0