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Author Topic: Problem With Metallos "KO" State  (Read 727 times)

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Offline I-Skorp-I

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Problem With Metallos "KO" State
« on: March 13, 2013, 02:09:53 PM »


As you can see when cyborg beat him he didn't fall and die like the others he stayed standing is there a way i can fix this?


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Offline Cyanide

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Re: Problem With Metallos "KO" State
« Reply #1 on: March 14, 2013, 12:55:25 AM »
Metallo has no control there. Try adding this to state -2

[state -2]
type = ctrlset
trigger1 = roundstate = 3 && stateno != 5150
value = 1

We may need to tweak that but try it out.

Offline I-Skorp-I

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Re: Problem With Metallos "KO" State
« Reply #2 on: March 15, 2013, 12:08:32 AM »
I couldn't find the [state-2] maybe he don't have one? cause i checked his .CNS file and everything i found one of them that said [state 5150 -2]if thats what you was refering to?
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Offline Cyanide

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Re: Problem With Metallos "KO" State
« Reply #3 on: March 15, 2013, 12:46:18 AM »
99% of characters have a statedef -2 line in them. 99% of them have statedef -3 (you could add it here) and 100% of them have statedef -1 which is the cmd file, you could add it there as well.

Offline O Ilusionista

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Re: Problem With Metallos "KO" State
« Reply #4 on: March 15, 2013, 10:06:39 AM »
Its on my plans to remake this char. I just don't know when :)

Offline I-Skorp-I

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Re: Problem With Metallos "KO" State
« Reply #5 on: March 15, 2013, 06:06:28 PM »
Nvm i think i found it in his common1.CNS file is this it?

Code: [Select]
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

And yea O ima need you to get on that[/color] Lol :)
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Offline Cyanide

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Re: Problem With Metallos "KO" State
« Reply #6 on: March 15, 2013, 10:35:56 PM »
I said state -2. Not state 5150. Find any NEGATIVE state and put the code i gave you into it. He's not dying because he has no control. The engine thinks he's still doing something. The code i gave you will force control to return once the fight is over which SHOULD mean the engine can decide he's dead.

Use statedef -2, statedef -3 or even statedef -1.

Offline I-Skorp-I

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Re: Problem With Metallos "KO" State
« Reply #7 on: March 16, 2013, 01:36:29 PM »
Ok nvm i FINALLY found a negative state and i think it fixed the problem so thanks once again CY ::salute::
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