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SonicSkills

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Posts posted by SonicSkills

  1. I've been trying for quite a while now to make pause menu for all the characters in my full game, & it seems like every time I get something right, another goes wrong. The current issue I'm dealing with is being able to properly exit the Pause Menu, returning to what was going on before. At first, I had it set to revert to stance, but then they stand in the air. I tried making a dedicated pause menu for air, stand, & crouch, but they kept reverting to stand. Not to mention. they couldn't move either, which is odd, because their stance animation still played, they just couldn't be controlled unless you hit them. If ANYONE can show me what I'm doing wrong, or how to properly end a pause, I'd greatly appreciate it, & I'll credit you in my full game.

    Here's my code as of now:

    ;---------------------------------------------------------------------------
    ; PAUSE
    [Statedef 390]
    type = S
    anim = 7575757
    ctrl = 0
    	[State 0, Pause]
    type = Pause
    trigger1 = 1
    time = 10
    movetime = 999999
    ignorehitpause = 
    persistent = 
    	[State 0, PlaySnd]
    type = PlaySnd
    trigger1 = time = 0
    value = S58424,2
    volume = 100
    channel = -1
    freqmul = 1.0
    loop = 1
    pan = 0
    	[State 0, PlaySnd]
    type = PlaySnd
    trigger1 = time = 0
    value = S58424,2
    volume = 1000
    channel = -1
    freqmul = 1.0
    loop = 1
    pan = 0
    	[State 0, PlaySnd]
    type = PlaySnd
    trigger1 = time = 0
    value = S58424,2
    volume = 100
    channel = -1
    freqmul = 1.0
    loop = 1
    pan = 0
    	[State 0, PlaySnd]
    type = PlaySnd
    trigger1 = time = 0
    value = S58424,2
    volume = 100
    channel = -1
    freqmul = 1.0
    loop = 1
    pan = 0
    	[State 390, MENU]
    type = Explod
    trigger1 = AnimElem = 1
    anim = 391
    id = 58424
    pos = 0,0
    facing = 1
    postype = Left
    sprpriority = 10
    ownpal = 1
    removetime = -1
    bindtime = -1
    scale = 0.5,0.41
    	[State 390, BLACK BG]
    type = Explod
    trigger1 = AnimElem = 1
    anim = 392
    id = 58424
    pos = 0,0
    facing =  1
    postype = Left
    sprpriority = 10
    ownpal = 1
    removetime = -1
    bindtime = -1
    scale = 0.5,0.41
    	[State 390, AssertSpecial]
    type = AssertSpecial
    trigger1 = time >0
    flag = NoBarDisplay
    	[State 390, AssertSpecial]
    type = AssertSpecial
    trigger1 = time >0
    flag = NoBG
    	[State 390, AssertSpecial]
    type = AssertSpecial
    trigger1 = time >0
    flag = NoFG
    	[State 390, AssertSpecial]
    type = AssertSpecial
    trigger1 = time >0
    flag = NoMusic
    	[State 390, AssertSpecial]
    type = AssertSpecial
    trigger1 = time >0
    flag = TimerFreeze
    	[State 390, RemoveExplod]
    type = RemoveExplod
    trigger1 = command = "Provocate" && time >2
    id = 58424
    ignorehitpause = 1
    	[State 0, StopSnd]
    type = StopSnd
    trigger1 = command = "Provocate" && time >2
    channel = -1
    ignorehitpause = 1
    	[State 390, End]
    type = ChangeState
    trigger1 = command = "Provocate" && time >2
    value = 391
    ctrl = 1
    	;---------------------------------------------------------------------------
    ; PAUSE
    [Statedef 391]
    type = S
    anim = 7575757
    ctrl = 0
    	[State 40505, DestroySelf]
    type = DestroySelf
    trigger1 = 1
    ignorehitpause = 1
    	;[State 0, HitDef]
    ;type = HitDef
    ;trigger1 = Animelem = 1
    ;p2stateno = 0
    ;airguard.velocity = 0
    ;attr = S, NA
    ;animtype = Light
    ;damage = 0,0
    ;getpower = 0,0
    ;givepower = 0,0
    ;guardflag = M
    ;pausetime = 0,0
    ;sparkxy = 0,99999
    ;sparkno = 0
    ;hitsound = S58424,1
    ;guardsound = S58424,1
    ;ground.type = High
    ;ground.slidetime = 0
    ;ground.hittime = 0
    ;ground.velocity = 0
    ;air.velocity = 0
    	[State 0, ChangeState]
    type = ChangeState
    trigger1 = 1
    value = parent, prevstateno
    ctrl = 0
    

    Here's a video of what it looks like in-game:
    https://streamable.com/jh0nhc
     

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