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I really couldn't think of any good idea of what to name this post  (Read 2609 times)

Started by jamestheepic, June 23, 2024, 08:44:19 am
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I really couldn't think of any good idea of what to name this post
#1  June 23, 2024, 08:44:19 am
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    • Australia
so i'm trying to make so my char returns to normal after doing a move however it doesn't changestate like its supposed to  and i need help on how to fix it.

heres the code:
;Dino Drop
[Statedef 410]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 410
sprpriority = 3
velset = 0,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(4204)
id = 4204

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S420,3
volumescale = 230
abspan = 0
channel = 2

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "D I N O S A U R"
ID = 411
stateno = 411
pos = 0,-350
postype = p2
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 3


;---------------------------------------------------------------------------
;Dinosau
[Statedef 411]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 411
sprpriority = 5
velset = 0,16

[State 0, VelAdd]
type = VelAdd
trigger1 = vel y > 0
y = 0.97

[State 0, EnvShake]
type = EnvShake
trigger1 = pos y >= -10
trigger1 = vel y > 0
time = 16
ampl = 4
freq = 170 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = pos y >= -10
trigger1 = vel y > 0
value = S40,1
volumescale = 130
abspan = 0


[State 0, VelSet]
type = VelSet
trigger1 = pos y >= -10
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 420, 21

[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, HP
damage    = 55, 6
hitflag = MAFD
guardflag = HA
priority = 4
pausetime = 0,0
sparkxy = -10,0
hitsound   = s5,40
guardsound = S6,0
animtype = Hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0, 18
air.velocity = 0,18
fall = 1
fall.recover = 0

[State 0, Trans]
type = Trans
trigger1 = time >= 70
trans = addalpha
alpha = 256-((time-70)*25),0+((time-70)*25)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = S420,4
volumescale = 130
persistent = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 0

let me know if theres any problems in the code if not any suggestions welcome.
Re: I really couldn't think of any good idea of what to name this post
#2  June 23, 2024, 09:06:41 am
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    • Ukraine
You use DestroySelf for helpers only.
To make your character return to normal use ChangeState

[State 0, return]
type = Changestate
trigger1 =  animtime = 0 ; (or time >=3 if that's what you go for)
value = 0
ctrl = 1