News:

MFG's Character of the Month: October 2026 Nominations

Main Menu

Missing Animation (solved)

Started by D, The Red Cloak, October 19, 2012, 12:57:03 AM

Previous topic - Next topic

D, The Red Cloak

Hey everyone, I really need some help.

I was making a four stage helper super and the move itself works fine. But when it hits part 2, the sprites for the animation are gone.

I checked the anim and I checked to see if the sprites have been deleted somehow, but it's all there.

Any suggestions?

GT

When p2 is hit, are they supposed to go into a custom state?

D, The Red Cloak

#2
No, I didn't make any custom states.

GT

. . .I misread your post. [/dumbass]


Please, post the code for your helper(s).

D, The Red Cloak

Here.

[statedef 4005]
type = S
movetype = A
physics = U
velset = 0,0
ctrl = 0
anim = 4005

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 14

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 32
value = 40051

;-------------------------------------------------------------------------------
[statedef 40051]
type = S
movetype = A
physics = U
velset = 0,0
ctrl = 0
anim = 40051

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1100,20
volume = 300

[State 40051, 6]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
attr = S, SA
damage = 200,0
animtype = Up
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10;50, 20
sparkno = 2
sparkxy = 0, -140
hitsound = S11100, 10
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1, -10
airguard.velocity = -1.9,-.8
air.velocity = -1, -10
envshake.time = 15
envshake.freq = 60
envshake.ampl = 4
fall = 1
down.bounce = 1
fall.recover = 0
fall.damage = 20
fall.envshake.ampl = 5 ;6
fall.envshake.freq = 100 ;178
fall.envshake.time = 15
mindist = 50,-100
maxdist = 100,-10
yaccel = .8
guard.dist = 0
kill = 0

[State 40051, ChangeState]
type = ChangeState
trigger1 = time = 65
value = 40052

;-------------------------------------------------------------------------------
[statedef 40052]
type = S
movetype = A
physics = U
velset = 0,0
ctrl = 0
anim = 40052

[State 4000, 6]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 400,0
animtype = Up
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10;50, 20
sparkno = 3
sparkxy = 0, -140
hitsound = S1100, 21
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1, -20
airguard.velocity = -1.9,-.8
air.velocity = -1, -19
envshake.time = 15
envshake.freq = 60
envshake.ampl = 4
fall = 1
down.bounce = 1
fall.recover = 0
fall.damage = 20
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100
maxdist = 100,-10
yaccel = .8
guard.dist = 0
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 9
value = 40053

;-------------------------------------------------------------------------------
[statedef 40053]
type = S
movetype = A
physics = U
velset = 0,0
ctrl = 0
anim = 40053

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
trigger2 = animelem = 3
x = -10

[State 0, VelSet]
type = Veladd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = -5

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 20

     Posted: October 19, 2012, 02:08:51 AM
Okay I finally figured it out, sorry for wasting your time.