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p2stateno question (Read 504 times)

Started by Hirosashii, March 17, 2013, 07:16:31 pm
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p2stateno question
#1  March 17, 2013, 07:16:31 pm
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Why is it that if I set p2stateno = (int) in a hitdef, when I recover, I can move but not attack?  Is this a common problem?
Last Edit: March 17, 2013, 09:03:58 pm by Hirosashii
Re: p2stateno question
#2  March 18, 2013, 03:36:55 am
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It's a common problem if that stateno isnt defined in your character. On top of that it needs to end in selfstate instead of changestate.
 
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Re: p2stateno question
#3  March 18, 2013, 02:18:42 pm
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It's a common problem if that stateno isnt defined in your character. On top of that it needs to end in selfstate instead of changestate.

Pretty much this.

In addition, p2stateno has a nasty bug where if you get hit by an opponent's projectile at the same moment of impact as the throw, you'll get knocked out of your throw state, but p2 will stay in the custom state. If you control his actions in p1 such as using multiple custom states or targetbind, without some kind of workaround, p2 will be stuck in that state until the end of the match.

Overall, just pretend p2stateno doesnt exist and use a Targetstate controller inside the actual throw state instead.
Re: p2stateno question
#4  March 20, 2013, 05:24:46 am
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In THIS case it's because p2stateno is completing with a changestate rather than selfstate.

Exactly the same as a changestate, just use the word selfstate instead. It will send you back to your state 0 rather than your opponents.


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