Yeah, what I do is basically a callback from a helper. When they enter the dizzy state, it spawns one helper that spawns other helpers for the graphics, and another helper for the sound (so it can loop properly).
Try changing the last 3 SCTRLs in State 782 to this and tell me if it works:
[State 777, VarSet]
type = VarSet
trigger1 = !Var(5)
var(5) = cond(IsHelper(782), Enemy(0), StateNo = 5300, Enemy(1), StateNo = 5300)
[State 777, StopSnd]
type = StopSnd
trigger1 = Var(5) && cond(IsHelper(782), (Enemy(0), StateNo != 5300), (Enemy(1), StateNo != 5300))
trigger2 = !Var(5)
channel = 15
[State 0, DestroySelf]
type = DestroySelf
trigger1 = Var(5) && cond(IsHelper(782), (Enemy(0), StateNo != 5300), (Enemy(1), StateNo != 5300))
trigger2 = Time && !Var(5)
(...) Though if anyone wants to provide a proper MB for Alex (...)
I can give it a try if you want. I have some requests to fulfill at the moment, but I'll remember to make MB for your Alex too.
Dude, that'd be awesome!