Hmm ok. In kens air file there is the following: [Begin Action 100] -1,0, 0,0, 0, In garfields cns there is: Run [Statedef 100] type = S movetype = I physics = S velset = 0, 0 anim = 100 ctrl = 0 sprpriority = 1
[State 100, Assert] type = assertspecial trigger1 = 1 flag = nowalk flag2 = noautoturn
[State 100, Vel] type = velset trigger1 = anim = 100 x = const(velocity.run.fwd.x)+var(10); * ifElse(var(1) > 1, 1.152, 1)
[State 100, steps] type = playsnd trigger1 = animelemtime(3) = 0 trigger2 = animelemtime(6) = 0 value = 100,0
[State 100, Jump] type = changestate trigger1 = !AILevel && command = "holdup" value = 40
[State 100, End] type = changestate trigger1 = command != "holdfwd" trigger1 = !AILevel trigger2 = AILevel trigger2 = frontedgebodydist <= 10 && p2statetype != L || p2bodydist x <= 50 value = 101 ctrl = 1
What I would be editing here I really have no idea...?
Hi, I downloaded a new Garfield character and put him in watch mode against SSF2THD Ken Masters. Whenever Garfield pulls off a particular move against Ken, Ken disappears and Garfield starts twitching left and right, meaning I have to exit the fight. https://imgur.com/IxAS135 Can anyone help me narrow this down in order to eliminate it? I would be so grateful.
Hey. I'm trying to make my characters stop jumping at unrealistic jump heights. I've succesfully modified the jump.neu number to give them more of a hop than a jump, and I've also changed airjump.num to 0. But there is another setting somewhere that I cannot work out, as there is still some high jumping going on occasionally. Does anyone know what this might be?