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Thread: Helper assist effects

  1. #1
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    Default Helper assist effects

    working on a assist character that does effects to force the enemy to use its Taunt but afterwards the enemy no longer uses commands but walk and crouch until it get's hit again. how does one fix this?



  2. #2
    mulambo is offline wicked and toxic user banned for repeated defamation, spreading plain lies with clear intent to damage people's reputation and/or ruin people's motivation
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    Default Re: Helper assist effects

    too broad question, must provide complete code of anything (player and helpers' states).

  3. #3
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    Default Re: Helper assist effects

    Quote Originally Posted by mulambo View Post
    too broad question, must provide complete code of anything (player and helpers' states).
    right now i'm using the taunt state and as for the hitdef i just added p2stateno = 195

    [Statedef 195]
    type = S
    ctrl = 0
    anim = 195
    velset = 0,0
    movetype = I
    physics = S
    sprpriority = 2

    [State 0, Explod]
    type = Explod
    trigger1 = animelem = 2
    anim = 10000
    ID = 10000
    pos = 42,-50
    postype = p1 ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 2,2
    sprpriority = 5
    ontop = 0
    shadow = 0,0,0
    ownpal = 0
    removeongethit = 0
    ;ignorehitpause =
    ;trans =
    ;persistent =
    ;supermove = 0
    ;pausemove = 0

    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 = animelem = 2
    value = S6,12
    volume = 255
    channel = -1
    ;lowpriority = -1
    freqmul = 1.0
    loop = 0
    pan = 0
    ;abspan =
    ;ignorehitpause =
    ;persistent =

    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 = animelem = 4
    value = S6,9
    volume = 255
    channel = -1
    ;lowpriority = -1
    freqmul = 1.0
    loop = 0
    pan = 0
    ;abspan =
    ;ignorehitpause =
    ;persistent =

    [State 0, Explod]
    type = Explod
    trigger1 = animelem = 4
    anim = 10000
    ID = 10000
    pos = -17,-70
    postype = p1 ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 2,2
    sprpriority = 5
    ontop = 0
    shadow = 0,0,0
    ownpal = 0
    removeongethit = 0
    ;ignorehitpause =
    ;trans =
    ;persistent =
    ;supermove = 0
    ;pausemove = 0


    [State 195, 2]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1
    [State 21002, HitDef]
    type = HitDef
    triggerall = anim = 21002
    trigger1 = animelem = 1
    attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
    animtype = medium ;light,medium,hard,back,up,diagup
    damage = 26
    guardflag = MA
    pausetime = 12 ,12
    sparkno = 0
    guard.sparkno = S3100
    sparkxy = -10,-37
    hitsound = S1,0
    guardsound = S2,0
    ground.type = low ;Low,Trip,None
    ground.slidetime = 10
    ground.hittime = 14
    ground.velocity = -5
    air.velocity = -2.5,-5.5
    p2stateno = 195

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