Has anybody though about it? How to determine whether a character exists in his own states or in his opponent's. The application of this issue, if it was resloved, is wide. For example, we can properly stop the looping sound when the character goes to custom state.
i can't remember the actual code, but yes, it has been done , it has somethign to do with the fact that st-2 is always executed and st-3 is executed only when you are on your own states.i am not sure which is executed first, but it should be something like this:in state-3varX = 1in between, put whatever you need to check for.in state-2 var X = 0when varX = 0 you are not in yoru states.
In your statedef -3:[state -3, something fancy here]Type = VarSettrigger1 = 1var(1) = gametimeIn your statedef -2[state -2, check if I'm on a custom state]Type = VarSettrigger1 = 1var(2) = var(1) = gametimeStatedef -3 is always processed first. Then we get statedef -2, -1 and the current player state.Since statedef -3 is not processed while the player is on a custom state, var(2) will return 0 whenever he's on a custom state.
You are a bookshelf of knowledge, Bia I believe this topic should be added here:http://mugenguild.com/forumx/index.php?topic=41715.0
Bia said, October 08, 2007, 08:16:57 pmStatedef -3 is always processed first. Then we get statedef -2, -1 and the current player state.Since statedef -3 is not processed while the player is on a custom state, var(2) will return 0 whenever he's on a custom state.And -2 and -1 are interpreted during a custom state, then?
MirageAtoli said, October 09, 2007, 05:39:53 amAnd -2 and -1 are interpreted during a custom state, then?Just -2.