I have it like that :
With script cancel is executed everytime because im holding jump button.How i can fix this ?
If i remove the script then its still happening but rarely and my cancel with J is executed even if im just holding jump from the first jump itself without pressing it twice like cancel requires, its for double jump.
So you cant have cancel in jump animation using jump button?
My animation has 9 frames but cancel has 11 mayube thats the problem ? but last frame is kinda long with 60 delay.
Well its not cause i checked and had cancel 2 6 0 J freespecial1 and its still happening, my character is making cancel even if i just hold the button after jump.
Manual says "~Be careful in using single button input cause engine can easily accept the input when this animation is played. For example, cancel with just attack button as input in GRABATTACK will make cancel activated immediately as soon as it's played. To avoid this, set {start frame} late enough for engine to remove the input which activated GRABATTACK. "
So is there some way to clear input on first frame or something? how many frames it takes to remove input cayse iu had cancel on frame 4 and it still happens.
Whats strange is it never happens when i jump straight up (only jump button) and happens only when i jump forward.
Code:
anim forwardjump
@script
void self = getlocalvar("self");
int iPIndex = getentityproperty(self,"playerindex"); //Get player index
void p1 = playerkeys(iPIndex, 0, "moveright");
void p2 = playerkeys(iPIndex, 0, "moveleft");
void p3 = playerkeys(iPIndex, 0, "jump");
float tossv = getentityproperty(self, "tossv");
float sx = getentityproperty(self, "x");
if ((getentityproperty(self, "direction")==0)&&(!p3)){
changeentityproperty(self, "velocity",-2, 0,tossv/4);
}
if ((getentityproperty(self, "direction")==1)&&(!p3)){
changeentityproperty(self, "velocity",2, 0,tossv/4);
}
@end_script
cancel 2 11 0 J freespecial1
followanim 1
attackone 1
loop 0
offset 139 234
bbox 116 141 50 92
delay 5
subentity spark
spawnframe 4 -20
throwframe 1
sound data/sounds/jump.wav
frame data/chars/turt/j1.gif
frame data/chars/turt/j2.gif
frame data/chars/turt/j3.gif
frame data/chars/turt/j4.gif
hitfx data/sounds/get.wav
frame data/chars/turt/j5.gif
frame data/chars/turt/j6.gif
attack 120 177 35 56 10 0 1 0 0 0
frame data/chars/turt/j7.gif
frame data/chars/turt/j8.gif
delay 60
frame data/chars/turt/j9.gif
If i remove the script then its still happening but rarely and my cancel with J is executed even if im just holding jump from the first jump itself without pressing it twice like cancel requires, its for double jump.
So you cant have cancel in jump animation using jump button?
My animation has 9 frames but cancel has 11 mayube thats the problem ? but last frame is kinda long with 60 delay.
Well its not cause i checked and had cancel 2 6 0 J freespecial1 and its still happening, my character is making cancel even if i just hold the button after jump.
Manual says "~Be careful in using single button input cause engine can easily accept the input when this animation is played. For example, cancel with just attack button as input in GRABATTACK will make cancel activated immediately as soon as it's played. To avoid this, set {start frame} late enough for engine to remove the input which activated GRABATTACK. "
So is there some way to clear input on first frame or something? how many frames it takes to remove input cayse iu had cancel on frame 4 and it still happens.
Whats strange is it never happens when i jump straight up (only jump button) and happens only when i jump forward.