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juggle

Started by BC, September 02, 2008, 09:37:03 PM

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BC

i once brought this up in a topic once before but it was for another move.

[Statedef 800]
type    = S
movetype= A
physics = S
juggle = 6
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NT
hitflag = MAF
priority = 1, Miss
sparkno = -1
sprpriority = 2
p1facing = ifelse (var(2)=1, 1, -1)
p2facing = 1
p1stateno = 811
p2stateno = 816
guard.dist = 0
numhits = 0
getpower = 90
givepower = 35

now the idea is to have the final hit of the normal throw, kick them up in the air and be able to juggle the opponent while in the air.

now i remember in order for the opponent to be juggled it needs MAF in the hitflag(p.o.t.s tip)

i also would need to add juggle =
but the problem is i add hitflag = MAF andsay juggle = 6 or something
but when p2 is knocked in the air.....i try hitting them it doesnt juggle.

is this because i need to add juggle =  into the kick statedef?


Accepting commissions

-SyLar-

the hitflag of your normal attacks need to have MAF to be able to attack a falling opponent. if those dont have F in the hitflag then thats your first problem if they do let me know

BC

they have F in the hitflags yes.

lol embarassing.........the falling custom animation of p2 had no blue collisions  ::)
Accepting commissions

-SyLar-

LOL well we all make mistakes sometimes  ::)