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Author Topic: superpause X noFG  (Read 567 times)

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Offline ZVitor

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superpause X noFG
« on: March 03, 2013, 01:13:25 PM »
hey guys, i have one probleme here,

i use thos asserteSpecial:
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 305
trigger1 = time >= 60
flag = noFG
ignorehitpause = 1
persistent =  1

and this super pause at same state:
[State 3000, SuperPause]
type = SuperPause
triggerall = var(45) = 1
trigger1 = time = 180
Time = 60
pos = -43,-95
sound = S10,0
poweradd = -1000
darken = 0
ignorehitpause =1
persistent = 0


but at superpause, i can see the FG of stages, any sugestion about how fix that?



Offline Space (DCL)

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Re: superpause X noFG
« Reply #1 on: March 03, 2013, 01:54:58 PM »
I would suggest adding movetime to your superpause, other wise your character will also freeze at the superpause causing the "time" to stop for your characterr thus makign the FGs return for that brief superpause. This is one reason why I have my AssertSpecials and Super Effects into a different state and make them helpers rather than having them within the characters states.

Just add movetime equal to teh superpause time.

[State 3000, SuperPause]
type = SuperPause
triggerall = var(45) = 1
trigger1 = time = 180
Time = 60
movetime=60
pos = -43,-95
sound = S10,0
poweradd = -1000
darken = 0
ignorehitpause =1
persistent = 0


Then add the same time to your character's animation to resolve this lil issue.
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Offline ZVitor

  • IMT Content Architect
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  • Posts: 2683
  • Last Login:January 01, 2024, 07:22:36 PM
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Re: superpause X noFG
« Reply #2 on: March 03, 2013, 02:15:49 PM »
thanks,


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