Pause behavior

Started by Seravy, December 08, 2008, 04:13:59 PM

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Seravy

I noticed on some of my characters that whenever they get hit, their movetime parameter in their pause controllers gets ignored. Same seems to be true for helpers and their pausemovetime = 99999999.

-Am I correct assuming this is caused by the mugen engine itself? Or should I look for errors in my coding?
-Or perhaps could it be fixed by changing something in the get hit states in the common.cns?
-If it is done by the engine, is there a way around it?
-Does that happen whenever the character is in a movetype=H state? Or some other condition?

Basically I have an attack that slows down time for everyone except the player (and some of its helpers), and I want it to work properly. Right now, it's effect is turned off when the player is hit (because it wouldn't work anyway during that time unless I find a way to make it work), and that kinda solves it there, but when the helper is hit, it will continue fighting slowed down after getting up, as the helper only has one pausemovetime and that is applied when it was created unlike the player which reactivates its movetime in the actual Pause controller causing the effect every second tick. (This is for Sakura btw)
Also when activating a time freeze (Pause for some 99999+ time, with movetime of the same) in a gethit state, the game actually ends up stopped, and I have to restart the fight. (and this is Aura) I could prevent this by adding a condition of the skill not activating when hit, but I want it to work anytime.