So i'm working on SSJ Gohan, and everything is all gravy up until i hit a major snag.
give or take once this snag is out of the way, I can release him.
basically. i'm coding his Masenko super, as a helper, its a beam, the animation has 2 parts.
-Beam (the whole moving and staying out)
-Beam End (the beam shrinking and disappearing)
Gohan has 1 animation
-Masenko pose
on its own if Gohan fires it with out interruption it looks and works perfectly. Shown Below.
HOWEVER, here is the problem, IF the opponent were to shoot a projectile, the beam would simple skip out to the end phase where it shrinks.
I used a hitoverride code , and i asked Neocide for help regarding this but no luck to how i want it.
But what i want is for the beam to EAT PROJECTILES, and keep going instead of getting destroyed itself.
I'm hoping Cyanide or anyone who would know can help me with this. PLEASE AND THANK YOU.
Here is my Projectile code.
;===========================================================================
;Projectile
[Statedef 300]
type = S
movetype= A
physics = S
juggle = 4
poweradd= -50
ctrl = 0
velset = 0,0
anim = 300
sprpriority = -1
[State 300, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0
[State 300, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 305
projhitanim = 306
projscale = 1,1
offset = 40,-57
velocity = 5,0
projpriority= 5
ProjID = 300
numhits = 1
attr = S,NP
damage = 50,10
guardflag = MA
animtype = Hard
getpower = 61,61
pausetime = 0,13
guard.pausetime = 0,11
sparkno = s9001
hitsound = S1,0
guardsound = S36, 0
ground.type = Low
ground.slidetime = 14
ground.hittime = 15
guard.velocity = -4
ground.velocity = -4,-5
air.animtype = high
air.velocity = -3,-1
airguard.velocity = -0.5
fall = 1
[State 300, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
and this is my helpers codes
;===========================================================================
;Masenko (Gohan)
[Statedef 1000]
type = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = -1
[State 1000,Beam]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = Masenko
ID = 1000
stateno = 1001
pos = 25,-57
postype = p1
ownpal = 1
[State 1000, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;Masenko (Beam)
[Statedef 1001]
type = S
movetype= A
physics = N
anim = 1001
sprpriority = 2
[state 1001,hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
slot = 0
time = 9999
stateno = 1002
[State 1001, sprpriorty]
type = SprPriority
trigger1 = 1
trigger2 = movecontact
value = 5
[State 1001, 2]
type = HitDef
trigger1 = time >=0
priority = 7,Hit
attr = S,HP
animtype = Heavy
damage = 10
guardflag = MA
pausetime = 1,2
sparkno = s9999
sparkxy = -10,0
hitsound = S1,0
guardsounkd = 6,0
ground.type = High
getpower = 0
ground.slidetime = 12
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -2.5,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
[State 1001, 5]
type = ChangeState
trigger1 = parent, stateno != 1000
value = 1002
[State 1001, 5]
type = ChangeState
trigger1 = Time = 30
value = 1002
;Masenko (Beam End)
[Statedef 1002]
type = S
movetype= A
physics = N
anim = 1002
sprpriority = 3
[State 1001, 5]
type = destroyself
trigger1 = animtime = 0