dantedevil
Well-known member
Wath each value means in antiwall script?
Ex: @cmd antiwall 2 -5 -1
2 = ?
-5 = ?
-1 = ?
Ex: @cmd antiwall 2 -5 -1
2 = ?
-5 = ?
-1 = ?
Its commented on the script file.void antiwall(int Dist, int Move, int Distz)
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?
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
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
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