antiwall script values

Thanks!
I read the tutorial slam script, but i still without understand the utility of this feature.
Says " is to avoid slamming/throwing an opponent inside a wall"
Thath means is to avoid the wall in the levels when a characters perform slam/throw?
What happend if a character perform a pile driver over a wall. OpenBor crashes i guess?
 
dantedevil said:
Thanks!
I read the tutorial slam script, but i still without understand the utility of this feature.
Says " is to avoid slamming/throwing an opponent inside a wall"
Thath means is to avoid the wall in the levels when a characters perform slam/throw?
What happend if a character perform a pile driver over a wall. OpenBor crashes i guess?

dantedevil, it will probably result in a weird situation, like a char stuck in there.
 
Yep, in older builds without antiwall, enemies will get stuck inside wall after slam or throw is finished.

Now, in newer builds, if you release enemy inside wall, OpenBoR will kill that enemy instantly instead.

A tip in using antiwall:
- Find the value you need by reading 2nd parameter of last defined position function.
- declare more than once for smooth effect.

Example:

anim grabbackward
delay 1
offset 82 115
        quakeframe 6 1 6
        attackone 0
        @cmd    anti
frame data/chars/maxima/throw001.gif
delay 15
        @cmd    slamstart
        @cmd    position 0 20 25 -1 1
frame data/chars/maxima/throw001.gif
delay 5
        @cmd    antiwall -85 25 -1
        @cmd    position 1 -16 35 -1 1
        attack4 4 14 89 37 15 1 1
        sound data/chars/maxima/suplex.wav
frame data/chars/maxima/throw002.gif
        @cmd    antiwall -85 30 -1
        @cmd    position 2 -41 53 -1 1
frame data/chars/maxima/throw003.gif
delay 10
        @cmd    antiwall -85 30 -1
        @cmd    position 6 -84 2 -1 1
        attack4 -22 33 44 83 15 1 1
frame data/chars/maxima/throw004.gif
delay 10
        @cmd    spawner "QFX" -73 0 0
frame data/chars/maxima/throw004.gif
        attack  0
delay 5
        @cmd    depost 0
        @cmd    finish 45 2 -2 2 0 0
frame data/chars/maxima/throw005.gif
delay 8
frame data/chars/maxima/throw006.gif
frame data/chars/maxima/throw007.gif
frame data/chars/maxima/throw008.gif

If you read the red texts above, you can see that grabbed enemy is positioned 84 pixels behind Maxima before he let go of him/her. This means you need to set antiwall to move Maxima at least 84 pixels away from wall if there is wall behind him. I set 85 pixels for this.
However, moving 85 pixels is too instant. So I divide this 'movement' in 3 antiwalls (blue text above).

        @cmd    antiwall -85 25 -1
        @cmd    antiwall -85 30 -1
        @cmd    antiwall -85 30 -1

The sum of 25+30+30 is 85
The idea is if Maxima detects wall 85 pixels behind him at 3rd frame, he'd move a total of 85 pixels forward in 3 steps. However if Maxima doesn't detect wall until 5th frame, he'd only move 30 pixels forward.
 
I have used a platform for making a wall for the elevator level, and with first enemy throw he stuck at "platform-wall". Is antiwall script work for platform walls?

Throw text:
anim grabbackward
loop 0
offset 280 297
delay 40
sound data/chars/axel/JA.wav
frame data/chars/axel/q/1037.gif
delay 7
@cmd slamstart
@cmd    position 0 10 170 -1 0
frame data/chars/axel/q/1038.gif
sound data/chars/axel/Ja2.wav
@cmd    antiwall -120 60 -1
@cmd    position 0 -115 145 -1 0
frame data/chars/axel/q/1039.gif
delay  30
@cmd    antiwall -120 60 -1
@cmd    position 0 -115 60 -1 0
@cmd    depost 0
@cmd    throw 40 3 8 0 0 0
frame data/chars/axel/q/1040.gif
delay  7
frame data/chars/axel/q/11017.gif

By the tutorial i have set player to be moved on 120px, because enemy is 115px behind him. But even throwing enemy close to wall player dont move opposite direction. I think i dont understand work of this script correctly. Can you help me?

And here is the fall anim of the enemy:
anim fall2
landframe 1
delay 200
offset 290 275
attack1  194  207  95  52  0  1  1  0  0
frame data/chars/galsia/112.gif
delay 7
Attack1  0
frame data/chars/galsia/107.gif
movez  -10
move  10
frame data/chars/galsia/108.gif
delay  7
Attack1  0
movez  10
frame  data/chars/galsia/107.gif
move  0
movez  0
sound data/sounds/fall.wav
frame  data/chars/galsia/108.gif
delay 20
frame data/chars/galsia/108.gif
delay  30
frame  data/chars/galsia/109.gif
delay 20
frame data/chars/galsia/108.gif

On the 1st landframe enemy bouncing on 10px up and forward. Maybe because of this he slide under the platform and stuck?
 
antiwall can't be used to shift away from platforms simply because it checks wall not platforms

I have no luck getting platform detection so far :(
 
Oooh, it is too bad for me. I have not so much walls in my mod, but with this platform issue i must to redesign them now(
 
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