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Removeongethit stuff

Started by Ichisennen, September 23, 2011, 07:41:02 PM

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Ichisennen

Kinda simple, but Im having trouble.

So Explods have removeongethit right? Well, I was wondering what would be BGPalFX's equivalent to such a subsctrl.

Mainly because I have a supermove that has can be countered, and I was hoping that its BGPalFX would cancel if p1 gets hit. How do I go about coding this? Is there a sctrl for this? I might've missed something in the docs, because that would be unknown to me.

Lord Mike

Uhm, how about if you put a trigger on it that will tie it to the stateno or the anim itself?
何故諦める必要がある? 何を迷うことがある奪い取れ。今は悪魔が微笑む時代なんだ。

Cyanide

The easy workaround is to allow the bgpalfx to move through a superpause/pause and just retrigger it every tick. When you get hit, you're not making it happen any more.

Alternatively, bgpalfx in state -2 when movetype = H that turns it off. Top option is better cos it interferes with P2 less.

Or a helper is spawned that does the effect and dies if parent,movetype = H


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Ichisennen

So many options... never thought of one. Mind block does wonderful things, doesn't it.  :-X

Thanks Lord Mike and Cyanide, problem solved.  :sugoi:

LaQuak

Ahhhh removeongethit. That parameter literaly needs to be put on every single state controler.

*vanishes....*

Ichisennen

Totally agree, no reason not to do so.  :sugoi: