
Board: M.U.G.E.N Development Help
make sure the anim 7010 is longer than the hitpause. If you removed it, add it back in and fix the animation. It's getting deleted and respawned before the hit ends.
Thank you, I fixed it.
make sure the anim 7010 is longer than the hitpause. If you removed it, add it back in and fix the animation. It's getting deleted and respawned before the hit ends.
You can use the HitDef in P1 to Snap p2 into position.
https://mugenguild.com/forum/topics/hitdef-sctrls-169450.0.html
You might want to use TargetBind
https://mugenguild.com/forum/topics/targetbind-sctrl-170204.0.html
Use PauseTime to lock P2 into the hit long enough.
Can't force p2 to do anytbing without hitting him first. You could make a full screen invisible hit that puts them on the ground and then activates the rest of it but thats kinda mean. If you miss you miss thats just tough is the way things normally work.
This + RedirectID is a sure way to put any specific player into a customstate, without ever using an attack.
IKEMEN only solution, though.
https://github.com/K4thos/Ikemen_GO/wiki/State-controllers#changed_selfstate_readplayerid
What about the changestates intended for the player? Post the code for those too.
Also, this is minor but I noticed you have skipped numbers in your triggers, like trigger1 > trigger2 > trigger4 (skipping trigger3). I don't remeber if this matters or not but... just saying.
you need to add !ailevel or Ailevel=0 to every human controlled commands, otherwise the AI will access both the AI-only and the Human-only
Okay, I guess I understood a bit of what you are saying.
However, what's this "trigger1 =" and "value"?
I guess the value is the multiplier? And what should I put in "trigger1"?
I'm a bit new with this stuff, which is why I don't understand some things.
Edit: Also another thing, yes, I do have statedef -2 in the AI File of the character. Do I have to remove it for my code to work or should it stay as it is?
You can try placing the code higher in the CMD, above everything else that the AI uses, even normal moves.
Did you try to increase the random value ? The higher value it is set, the hyper move will be likely to be used more often. Try to make it 650,750 and 900 for instance. IIRC, the highest value you can set is 900. Or, if you really want the AI to use it everytime the power bar is reached to the maximum level, simply take the random commands out of the code.