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Beating Enemies on the Ground

aL BeasTie

Well-known member
Beating Enemies on the Ground by BonusJZ

This is a one of my new features that i use in upcoming mod Violent Storm.

violentstormfx0.gif


Intro:
I allways loved way i use to treat punks in mighty Vendeta when they fall on the ground and i want to see this in my game - here i present an anim of Terry but other characters have other ground finishers.

Procedure:
First make propher animation of attack for character and put it as one of freespecial ( in this ex Terry use U D A )
Second desite if you want hit enemy onese or more  - hier Terry deliver
one veeery hard punch - and set attack bbox very low ( here only his fist in the frame that hit ground and attack is also set as KO)

Now poor boy Tom - you have to include bbox in his fall anim (last frames is enough) . You gain also next new feature that give you option to pick him up from the ground ( his a minor enemy so he dont have a riseattack wich can be attack/counter/dodge) and give him next lesson.

If you want use more hits when hi/her on the ground use egz. attack3(not animtion) and make propher enemy anim pain3 (as lying on the ground).

Now how you think Tom gets the lesson or hit him again.

by BonusJZ

EDIT BY O ILUSIONISTA:

JZ forgot to say HOW you set it :) This is how:

OTG {bi}

~This command determines how attackbox affect lying opponent.
0 = Attackbox can't hit lying opponent at all
1 = Attackbox can hit lying oppoent
2 = Attack boxes can only hit down opponents.

Just add it to your attack attributeand it will work. You can use, like the tutorial said, a custom attack to trigger a custom pain.
This is one example:

anim follow15
loop 0
range -15 70
rangez -18 18
delay 3
attackone 1
fastattack 1
otg 2
followcond 1
followanim 16
 
nsw25 to be honest, while this is pretty self explanatory, the tutorial actually doesn't saws A THING on how to do it, lol.

This is how you do it:

OTG {bi}

~This command determines how attackbox affect lying opponent.
0 = Attackbox can't hit lying opponent at all
1 = Attackbox can hit lying oppoent
2 = Attack boxes can only hit down opponents.

Just add it to your attack attribute and it will work. You can use, like the tutorial said, a custom attack to trigger a custom pain.
This is one example:

anim follow15
loop 0
range -15 70
rangez -18 18
delay 3
attackone 1
fastattack 1
otg 2
followcond 1
followanim 16
 
I can't find anything about ground attack in above tutorial. I think the above example was freespecial instead of autoswitch to ground attack
But either way, both attack animation must use OTG 1
 
nsw25 said:
The bit that is missing is how do you make the attack animation switch to a ground attack animation when approaching a enemy on the ground who can be hit.

No, what I posted is how to make an attack to hit downed enemies - OTG is the technical term for it.
OTG alone has nothing with changing to a different attack if the enemy is down near you. It just controls how the attack will hit:
0 = Attackbox can't hit lying opponent at all (default)
1 = Attackbox can hit lying opponent
2 = Attack boxes can only hit down opponents.

To switch to a different attack if the enemy is down near you, you need to use script. I use a different FALL animation for downed enemies, so my OTG won't trigger them over and over, because - if I am not mistaken, the juggle cost is reseted when the enemy touches the ground, so you would be able to trigger it many times on a row near walls, for example.

I use DC's ani0020.h for that.
 
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