hello again so I have a problem with my bounce off the ground move, Im trying to have p2stateno only activate if p2 is in the air and if p2 is on the ground it activates the regular stand get hit 5000 state. 310 is my bounce move and 395+ is the p2 custom states into bounce off the ground please and thank you for your help;Ender[Statedef 310]type = A movetype= A physics = A juggle = 0 ctrl = 0 anim = 310 sprpriority = 2 [State 320, HitDef]type = Hitdef trigger1 = time = 0attr = A,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HThitflag = MAF ;HLAFD+-guardflag = HA ;HLAanimtype = Heavy ;light,medium,hard,back,up,diagupair.animtype = Heavypriority = 4,Hitdamage = 30,0pausetime = 15,15sparkno = s10001+(random%4)guard.sparkno = s7550sparkxy = -15,-65getpower = 0,0givepower = 0,0hitsound = S1,9guardsound = S2,0ground.type = High ground.slidetime = 11ground.hittime = 11guard.ctrltime = 11air.hittime = 12ground.velocity = 0,14air.velocity = 0,14airguard.velocity = -2.3,-2.35ground.cornerpush.veloff = 0air.cornerpush.veloff = 0down.cornerpush.veloff = 0guard.cornerpush.veloff = 0p2facing = 1fall = 0fall.recover = 0fall.recovertime = 0fall.damage = 0air.fall = 1persistent = 0yaccel = -4 kill = 1id = 310p2stateno = 395envshake.time = 6 envshake.ampl = 10 [State 320, VelSet]type = Veladdtrigger1 = Animelemtime(1)>0y = .47 [State 320, VelSet]type = Veladdtrigger1 = animelem = 1x = 3 [State 0, ScreenBound]type = ScreenBoundtrigger1 = 1 value = 0movecamera = 0,0;=========================================================; Custom State 5;=========================================================[Statedef 395]type = Amovetype= Hphysics = Avelset = 0,0facep2 = 1[State 1025, Anim] ;Custom animationtype = ChangeAnim2trigger1 = 1value = 392[State 1028, Vel Y]type = VelSettrigger1 = HitShakeOver = 1x = facing*gethitvar(xvel)y = gethitvar(yvel)[State 1025, State]type = ChangeStatetrigger1 = HitShakeOver = 1value = 396;=========================================================; Custom State 6;=========================================================[Statedef 396]type = Amovetype= Hphysics = N[State 1028, 1]type = NotHitBytrigger1 = 1value = ,NT,ST,HT[State 0, HitBy]type = HitBytrigger1 = 1value = SCA,AA,AP[State 1028, Gravity]type = VelAddtrigger1 = 1y = 1.52[State 1028, Anim 5050] ;Self falling animationtype = ChangeAnim2trigger1 = Time = 0value = 392elem = 2[State 1028, Hit ground]type = ChangeStatetrigger1 = (Vel y > 0) && (Pos Y >= Const(movement.down.bounce.groundlevel))value = 397;=========================================================; Custom State 7;=========================================================[Statedef 397]type = Lmovetype= Hphysics = N[State 5110, EnvShake]type = FallEnvShaketrigger1 = Time = 0[State 5110, 5]type = PosSettrigger1 = Time = 0y = 0[State 5110, 14] ;Frictiontype = VelSettrigger1 = time = 0x = 0y = 0[State 5110, 9] ;For hit up typetype = ChangeAnim2trigger1 = time = 0value = 393persistent = 0[State 1025, State]type = ChangeStatetrigger1 = Animtime = 0value = 398;=========================================================; Custom State 8;=========================================================[Statedef 398]type = Amovetype= Hphysics = N[State 0, ChangeAnim2]type = ChangeAnim2trigger1 = 1value = 394[State 0, VelSet]type = VelSettrigger1 = 1x = -.95y = -9.5persistent = 0 [State 5101, 6] ;Accelerationtype = VelAddtrigger1 = timey = .5[State 5101, 7] ;Hit groundtype = SelfStatetrigger1 = Vel Y > 0trigger1 = Pos Y >= Const(movement.down.bounce.groundlevel)value = 5110
It's better to use the TargetState controller. Remove the p2stateno line on the HitDef.Make it to where it will only trigger if P2StateType = A, like such:Quote[State 310, TargetState]type = TargetStatetriggerall = P2StateType = Atrigger1 = MoveHitvalue = 395