Hi. I'm doing the last finishes to my WIP (there's a chance that it might get released in a few days).
Concretely his death animation that plays when the match is over.
While I have arranged the whole animation to play correctly, there's an issue which is that for whatever reason there's a pretty long time (around 10 seconds) before the opponent does his/her/its winpose as if there was an AssertSpecial SCTRL doing this, except theresn't any.
The state where the whole animation happens triggers right after state 5150 which is the "LieDead" state thanks to his ChangeState
[State 5150, ChangeState]
type = ChangeState
trigger1 = matchover = 1
value = 25000
ctrl = 0
And these are the CTRL's of the death animation itself.
;haha Tracky go boom
[statedef 25000]
type = S
physics = S
movetype = I
anim = 5120
[State 25000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 25001
ctrl = 0
[statedef 25001]
type = S
physics = S
movetype = I
anim = 25000
[State 25001, Explod]
type = Explod
triggerall = time > 10
trigger1 = gametime%180
anim = 8018
ID = 8018
pos = 10-random%120,0-random%120
postype = p1
removetime = -2
scale = 1,1
ontop = 1
[State 25001, ChangeState]
type = ChangeState
trigger1 = time > 100
value = 25002
ctrl = 0
[statedef 25002]
type = S
physics = S
movetype = I
anim = 25001
[State 25002, Explod]
type = Explod
trigger1 = !time
anim = 8027
ID = 8027
pos = 0,-40
postype = p1
removetime = -2
scale = 1.25,1.25
ontop = 1
[State 25002, ChangeState]
type = ChangeState
trigger1 = time > 20
value = 25003
ctrl = 0
[statedef 25003]
type = S
physics = S
movetype = I
anim = 25002
[State 25003, Null]
type = Null
trigger1 = 1
Is there something I gotta add here?