![]() One that checks numhelper(35001) = 0 and the other that checks numhelper(35001) > 0 and give it a second ID number. Or if 2 is the max you just make two helper calls. This way, if helper 35001 doesn't exist, it's 35001+0. The clones, you could try to do basic math inside the helper's ID = Guess they probably shouldn't be throwable? Seems being able to throw them could really break some stuff. Not sure what to do with throws yet though. But I want them to be able to fully get hit. Once I get a good plan I can just code up some AI blocks for their limited skill sets they'll use. To confirm, no matter what stateno the helper goes into it will remain NumHelper(35001), correct? So if someone did 2 of the jumping clones I could track them with NumHelper(35001) and their var, right? So I think I'm needing a var to tell which clone is which. In state 35001 I currently set it's velocities then send it to the character's jumping state. Depending on which kick you press for the command the character has a clone created and jump, dash forward, or dash back.Īn example, for the jump the character does the specified animation and at animelem = 11 a helper is created 35001. Right now I have a character creating the clone correctly. POTS's Rare Akuma isn't labelled well enough for me to follow it's huge amounts of code. So I'm not really having a lot of luck finding characters that make clones. ![]()
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May 2023
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