Problem with superpause.

Started by WooshaQ, June 27, 2013, 11:10:08 PM

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WooshaQ

For some reason I cannot get super pause to work in this attack. Any idea why?

[Statedef 3797]
type=S
physics=S
movetype=A
ctrl=0
anim = 3790
velset=0,0
poweradd=0
;juggle  = 7

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 45
anim = -1
sound = -1
pos = 9999999999999999,9999999999
movetime = 45
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State -2, mask]
type = Helper
trigger1 = !NumHelper(17500) && Time=1
helpertype = normal
name = "super_effect"
id = 17500
facing = 1
pos = 10,-112
postype = P1
stateno = 17500
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1

[State 0, Width]
type = null ;Width
trigger1 = time = 0
edge = 0,0
player = 10,0
ignorehitpause=1

[State 0, PlaySnd]
type = null;PlaySnd
trigger1 = animelem = 2
value = S1000,1
channel = 1
volume = 100

[State 0, PlaySnd]
type = null;PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 21
value = S2000,9
freqmul = 1.8
volume = 200

[State 0, PlaySnd]
type = null;PlaySnd
trigger1 = animelem = 21
value = S2000,2
freqmul = 2.0

[State 0, PlaySnd]
type = null;PlaySnd
trigger1 = animelem = 21
value = s3,2
channel = 1

[State 0, PlaySnd]
type = null;PlaySnd
trigger1 = animelem = 30
value = S0,0

[State 0, Explod]
type = null;Explod
trigger1 = animelem = 3
anim = 2090
ID = 2090
pos = -40,20
postype = p1
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = null;Explod
trigger1 = animelem = 10
anim = 2091
ID = 2091
pos = -10,20
postype = p1
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 0
ownpal = 1
removeongethit = 1

[State 0, VelSet]
type = null ;VelSet
trigger1 = animelemtime(10)=0
trigger2 = animelemtime(2)=0
x = 4

[State 0, VelSet]
type = null ;VelSet
trigger1 = animelemtime(21)=1
x = -4

[State 0, VelSet]
type = null ;VelSet
trigger1 = animelemtime(22)=0
trigger2 = animelemtime(12)=0
trigger3 = animelemtime(4)=0
x = 0

[State 3305, Hit]
type=hitdef
triggerall = (var(15)=0) ;No Juggle
trigger1= animelem=6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 6,Hit
damage = 53,4
pausetime = 0, 12
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=180), var(36):=-68
hitsound = S1,6
guardsound = S2,1
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 60
ground.velocity = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.31, -5.25
air.cornerpush.veloff = 0
getpower = 0, 0
givepower = 24, 24
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
envshake.time = 18
envshake.ampl = 6
envshake.freq = 60

[State 3305, Hit]
type=hitdef
triggerall = (var(15)=0) ;No Juggle
trigger1= animelem=12
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 6,Hit
damage = 53,4
pausetime = 0, 12
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=180), var(36):=-68
hitsound = S1,6
guardsound = S2,1
ground.type = high
air.type = high
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 60
ground.velocity = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.31, -5.25
air.cornerpush.veloff = 0
getpower = 0, 0
givepower = 24, 24
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
envshake.time = 18
envshake.ampl = 6
envshake.freq = 60

[State 1000, ChangeState]
type = null;ChangeState
trigger1 = AnimTime = 0
value = 3791
ctrl = 1


I nulled most of the elements trying to find the cause but with no luck.
Animation looks like this:

; [OK]
[Begin Action 3790]
Clsn2: 3
  Clsn2[0] = -8, -98, 11, -79
  Clsn2[1] = -22, -90, 17, -36
  Clsn2[2] = -30, -42, 31, 0
1000,0, 0,0, 2
Clsn2: 3
  Clsn2[0] = -15, -95, 4, -76
  Clsn2[1] = -20, -83, 12, -29
  Clsn2[2] = -30, -42, 31, 0
1550,1, 0,0, 2
Clsn2: 3
  Clsn2[0] = -7, -79, 12, -60
  Clsn2[1] = -14, -69, 15, -21
  Clsn2[2] = -32, -35, 35, 0
1000,2, 0,0, 3
Clsn2: 2
  Clsn2[0] = -32, -36, 38, 0
  Clsn2[1] = -8, -78, 22, -29
1000,3, 0,0, 3
Clsn2: 3
  Clsn2[0] = -29, -37, 43, 0
  Clsn2[1] = -2, -75, 30, -29
  Clsn2[2] = 7, -88, 26, -69
1000,4, 0,0, 3
Clsn1: 1
  Clsn1[0] = 14, -86, 96, -22
Clsn2: 3
  Clsn2[0] = 0, -99, 19, -80
  Clsn2[1] = -4, -88, 30, -30
  Clsn2[2] = -29, -37, 40, 0
1000,5, 0,0, 3
Clsn2: 3
  Clsn2[0] = 2, -100, 21, -81
  Clsn2[1] = -4, -88, 30, -30
  Clsn2[2] = -29, -37, 40, 0
1000,6, 0,0, 4
Clsn2: 3
  Clsn2[0] = 0, -96, 19, -77
  Clsn2[1] = -4, -88, 30, -30
  Clsn2[2] = -29, -37, 40, 0
1000,7, 0,0, 3
Clsn2: 3
  Clsn2[0] = 7, -95, 25, -77
  Clsn2[1] = -1, -83, 28, -31
  Clsn2[2] = -31, -33, 40, 0
1050,0, 0,0, 3
Clsn2: 2
  Clsn2[0] = -2, -86, 28, -34
  Clsn2[1] = -31, -38, 37, 0
1050,1, 0,0, 3
Clsn2: 3
  Clsn2[0] = 8, -95, 26, -77
  Clsn2[1] = 0, -82, 33, -30
  Clsn2[2] = -26, -38, 44, 0
1050,2, 0,0, 2
Clsn1: 1
  Clsn1[0] = 14, -86, 96, -22
Clsn2: 3
  Clsn2[0] = 2, -102, 20, -84
  Clsn2[1] = -3, -89, 31, -37
  Clsn2[2] = -25, -39, 41, 0
1050,3, 0,0, 4
Clsn2: 3
  Clsn2[0] = 2, -101, 20, -83
  Clsn2[1] = -3, -89, 31, -37
  Clsn2[2] = -25, -39, 41, 0
1050,4, 0,0, 4
Clsn2: 3
  Clsn2[0] = 2, -101, 20, -83
  Clsn2[1] = -3, -89, 31, -37
  Clsn2[2] = -25, -39, 41, 0
1050,5, 0,0, 4
Clsn2: 3
  Clsn2[0] = 4, -99, 22, -81
  Clsn2[1] = -3, -89, 31, -37
  Clsn2[2] = -25, -39, 41, 0
1050,6, 0,0, 3
Clsn2: 3
  Clsn2[0] = 0, -98, 18, -80
  Clsn2[1] = -9, -85, 25, -33
  Clsn2[2] = -25, -39, 41, 0
1050,7, 0,0, 2


Seravy

Maybe you have another copy of state 3797 without a superpause in it. Or you have a superpause controller in the minus states, overriding the effects of this one. Or your character changes out of the state for whatever reason. Try time=0 as the trigger.
There us movetime so the character will process the minus states even during the superpause, and proceed with the animation.
Speaking of which, the animation isn't that long, so the attack will probably entirely happen during the superpause, while the enemy is paused. I don't think that's what you want.
movetime=0 might be your answer.