Only with the AI, to my knowledge? I haven't been able to replicate it myself, at least - I assume it happens because the AI are executing commands so quickly something breaks.
AI Gets stuck in the air/ground after performing some moves
Sometimes my AI will either perform a move or get hit while in the air, and will act like the air is the new "floor" until it either jumps or gets knocked out of the air by an attack, and I have no idea what causes this to happen. Similar happens with the ground occasionally (usually via the airdash attack). Am I missing any particular triggers that'd help prevent this? Should I dump all the AI code? I'll give an example of what three states looks like.
[State -1, AI, Strong Kick] type = ChangeState value = 250 triggerall = roundstate = 2 triggerall = AILevel triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = random < 30 triggerall = p2statetype != A trigger1 = ctrl = 1
[State -1, AI, Jump Strong Punch] type = ChangeState value = 620 triggerall = roundstate = 2 triggerall = statetype = A triggerall = p2statetype != L triggerall = p2bodydist x = [0,40] triggerall = random < 50 trigger1 = ctrl = 1
[State -1, AI, Airdash X] type = ChangeState value = 270 triggerall = roundstate = 2 triggerall = AILevel triggerall = statetype = A triggerall = p2statetype != L triggerall = random < 60 triggerall = p2bodydist x = [40,400] trigger1 = ctrl = 1
Re: Can someone tell me how to create the stun damage health?
ALRIGHT, had someone look at it and it was just down to me being a massive dummy as usual I fixed it by setting the base attack's physics to N and removing the animelem trigger on the ChangeState It works perfectly, thanks for sharing the code!
Re: Implementing a momentary pause when landing from a ground-pound attack
For whatever reason, inserting this code and changing the appropriate numbers doesn't seem to crack it :/ Thank you for sharing though! I'm sure it'll come in handy for someone who can use it :> I've tried numerous seemingly perfectly good states now, I feel like the best thing would be to just send the character to someone for diagnostics lol Any takers~?
Implementing a momentary pause when landing from a ground-pound attack
Hello ladies, gents and others, I've been trying to implement is so that my character's ground-pound attack isn't spammable, but everything I've been trying hasn't working. This includes changeanim/changestate sctrls in the attack's state itself, using AssertSpecial's NoWalk trigger, along with trying to alter State 52 (Jump Land.)
Specifically, I was given advice to alter the Ctrlset in State 52 to act like this since it is a hard-coded state (my ground-pound state is 650.)
[State 52, 3] type = CtrlSet Trigger1 = (prevstateno != 650 && time >= 3) || (prevstateno = 650 && time >= 30) value = 1
This hasn't been working however, along with cond/ifelse and multiple trigger1/2 variants of this input. Quite frankly I'm lost. Any ideas? (If you need a frame of reference, SF3's Hugo, when he lands, cannot move for a second upon landing. I want something like this for my character.)