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multiple helper problem

Started by BC, April 28, 2008, 08:38:08 PM

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BC

im coding 3 helpers in a super move, they are all the same animation i want them to appear at different positions which i can do but my problem is only 1 appears when i make the hit def, would i have to make 3 hit defs and give them all a different ID number? if so whats the trigger for the hitdef recognising a certain helper?

[statedef 3501]
type = S
physics = S
movetype = A
velset = 0,0
anim = 183
ctrl = 0

[State 3501, Helper]
type = Helper
trigger1 = time = 60
helpertype = normal ;player
name = "lightning"
ID = 4170
stateno = 4170
pos = 180,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 100
pausemove = 100

[State 3501, Helper]
type = Helper
trigger1 = time = 72
helpertype = normal ;player
name = "lightning"
ID = 4170
stateno = 4170
pos = 180,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 100
pausemove = 100

[State 3501, Helper]
type = Helper
trigger1 = time = 84
helpertype = normal ;player
name = "lightning"
ID = 4170
stateno = 4170
pos = 180,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermove = 100
pausemove = 100

[State 3501, ChangeState]
type = ChangeState
trigger1 = animtime =0
value =0
ctrl = 1

[statedef 4170]
type = A
physics = N
movetype = A
velset = 0,0
anim = 4170
ctrl = 0

[State 4170, 1]
type = HitDef
trigger1 = time > 0
attr = A, SA
damage = 15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 8
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 4170, DestroySelf]
type = DestroySelf
trigger1 = hitcount = 9
trigger2 = time > 50
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PotS

Maybe your animation 183 is shorter than 84 ticks (well, 85 actually), so the char never gets time to create all three helpers.  And you don't need any special coding to make all the helpers use the same Hitdef, as long as they are in the same state they will all hit (provided Clsn and Hitdef parameters let them).


You could just have one sctrl with three triggers to create the three helpers, btw. And supermove/pausemove mean nothing for helpers, what you were looking for is supermovetime/pausemovetime.
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BC

i just found out they all appeared in the same spot i had all positions at 180, 0 lol and my animation is 88ticks so im fine there, but thanks for the info p.o.t.s :)
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