Help With a binding trigger

Started by dsm33606, August 09, 2009, 09:38:52 PM

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dsm33606

I need help coding a binding trigger, I have it working when p1 is on the ground attacking p2 but if p2 falls or jumps into the combo, p1 position changes then he stands in the air when the animation is over. I need a trigger to keep p1 on the ground regardless of p2's position but yet still bind when p2 is on ground level... so far I have this



[StateDef 3600]
type = S
movetype= A
physics = S
juggle  = 10
velset = 1,0
ctrl = 0
anim = 3600
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 1
y = 0
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .5
y = 0
;ignorehitpause =
;persistent =

[State 0, 1]
type = AfterImage
trigger1 = Time = 0
time = 55
PalBright   =   0,  0,  0
PalContrast = 120,120,120
PalAdd      =  0,0,0 ;29, 29, 29
PalMul      = .37,.37,.37
trans = add
TimeGap = 2
FrameGap = 2
length = 6

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 15
add = 255,128,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =


[State 0, BindToTarget]
type = BindToTarget
triggerall = movehit
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
time = 10
;ID = -1
pos = 27,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = S3000,0
volume = -150
channel = -1
;lowpriority = -1
freqmul = 2.0
loop = 0
pan = 0
ignorehitpause = 1



[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 15
sound = S10,0
pos = 0,-37
move
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1


[State 3600, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = animelem = 5
attr = S, NA
damage = 32,6
animtype = Light
guardflag = MA
hitflag = MAF
priority = 9, Hit
pausetime = 10, 18
sparkno = s20000 ;Spark anim no (Def: set above)
sparkxy = -20, -60
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 3600, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 55,14
animtype = hard
guardflag = MA
hitflag = MAF
priority = 9, Hit
pausetime = 0, 12
sparkno = s20000 ;Spark anim no (Def: set above)
sparkxy = -20, -64
hitsound = 5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -27,-12
guard.velocity = -7
air.velocity = -27,-13
airguard.velocity = -5, -4
fall = 1
fall.recover = 0
p2stateno = 1025    ;Make p2 go to state 1025 on hit
p2facing = 1

[State 3600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


Bluecross

You could try using instead of bindtotarget, a targetbind sctrl.

[State 0, TargetBind]
type = TargetBind
triggerall = NumTarget > 0
trigger1 = Target, StateType != A
trigger1 = Target, StateType != L
pos = whatever
persistent = 0
ignorehitpause = 1

dsm33606

Thanks alot man this line did it all

triggerall = Target, StateType != A