ok i was looking in the common1 file and it doesnt say anythin about blocking unless its not under "block"
thanks ok scratch that i found it....this is it right
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U ;Leave state type unchanged
physics = U ;Leave physics unchanged
[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2
[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S
[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C
[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A
[State 120, 5]
type = ChangeState
trigger1=Var(13)!=0&&Statetype=S
trigger1 = Time = 0
value = 0
ctrl=1
[State 120, 5]
type = ChangeState
trigger1=Var(13)!=0&&Statetype=C
trigger1 = Time = 0
value = 11
ctrl=1
[State 120, 5]
type = ChangeState
trigger1=Var(13)!=0&&Statetype=A
trigger1 = Time = 0
value = 50
ctrl=1
[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2
;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type = S
physics = S
[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130
;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type = C
physics = C
[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131
;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type = A
physics = N
[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132
[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)
[State 132, 3]
type = varSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)
[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0
[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0
[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "holdback"
value = 52
[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 130
;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1
[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2
[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S
[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C
[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A
;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51
the only thing is what is guard end? is that the animation when the guard is coming down?