Link to a frame with a next: -### and the frame it links to should have a state: 400.
The next: -### makes your character face away from your opponent, which means you'll teleport behind the nearest enemy (teleport = your character appears x pixels (240 iirc) from the opponent, but it's always dependent on the way your character is facing).
E.g.
Index:
Sharp point = the way character is facing; the way the enemy is facing is irrelevant.
Red = enemy.
Green = you.
Situation:
> <
next: -###
< <
state: 400
< <
I can't simplify the explanation any more, so I hope it's clear to you what I'm talking about
PS: I don't think using the next: -### and state: 400 in a single frame will work (you'll teleport in front of the enemy and face away :P), but you can just split it up into two frames with a wait: 0 anyway. Make sure you reverse 1 sprite in your spritesheet, though, 'cause of the effect of next: -### .
PSS: The method I've described is the easy way. You can use a ball that'll hold the enemy on an unique coördinate and give your character an ik:8 with those coördinates to guarantee that you'll teleport behind that specific enemy, but it's pretty unneccessary to code that unless you use a ranged attack to determine what enemy to teleport behind to.
Edit: Goddammit! You made me lose the game D:
RAGE!!!
The next: -### makes your character face away from your opponent, which means you'll teleport behind the nearest enemy (teleport = your character appears x pixels (240 iirc) from the opponent, but it's always dependent on the way your character is facing).
E.g.
Index:
Sharp point = the way character is facing; the way the enemy is facing is irrelevant.
Red = enemy.
Green = you.
Situation:
> <
next: -###
< <
state: 400
< <
I can't simplify the explanation any more, so I hope it's clear to you what I'm talking about
PS: I don't think using the next: -### and state: 400 in a single frame will work (you'll teleport in front of the enemy and face away :P), but you can just split it up into two frames with a wait: 0 anyway. Make sure you reverse 1 sprite in your spritesheet, though, 'cause of the effect of next: -### .
PSS: The method I've described is the easy way. You can use a ball that'll hold the enemy on an unique coördinate and give your character an ik:8 with those coördinates to guarantee that you'll teleport behind that specific enemy, but it's pretty unneccessary to code that unless you use a ranged attack to determine what enemy to teleport behind to.
Edit: Goddammit! You made me lose the game D:
RAGE!!!
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.
Contact me if the links to my projects become unavailable.
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.
Contact me if the links to my projects become unavailable.