Hey all,
I have intended to have any opponent that -- when in a get-hit, custom state -- changes its animation triggered by a series of animation element numbers instructed from the causative player's program. A piece of the code shows as follows:
[State 0, Turn]
type = ChangeAnim2
trigger1 = enemy(0), name = "char" && enemy(0), authorname = "authorname"
trigger1 = ID = (enemy(0), var(16))
trigger1 = enemy(0), Anim = 101
trigger1 = enemy(0), AnimElem = 2
value = 5002
[State 0, Turn]
type = ChangeAnim2
trigger1 = enemy(0), name = "char" && enemy(0), authorname = "authorname"
trigger1 = ID = (enemy(0), var(16))
trigger1 = (enemy(0), Anim = 101)
trigger1 = enemy(0), Anim = 101
trigger1 = enemy(0), AnimElem = 3
value = 5000
The rest of the trigger commands that I have examined from both state controllers executes fine; however, the last set of ones, i.e. the "enemy(0), AnimElem =" ones, has been the only problem, because the system presumably fails to recognize the code in-game at the specific moments.
I have tried to verify the implementation of the code in debug mode; however, the trigger command in question outputs nothing at the call of action:
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = !IsHomeTeam && gethitvar(isbound) = 1
text = "ver = %d"
params = enemy(0), AnimElem = 2
Please propose any ideas as to how I can implement the desired effect from any opponent in the get-hit, custom state.
I consider all suggestions.