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?
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?
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

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
Bookmarks