SonicSkills Posted March 2 Report Share Posted March 2 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 Quote Link to comment Share on other sites More sharing options...
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