Attacks durnig @cmd slamstart not work

dantedevil

Well-known member
Hello!

I have 2 different animations @cmd slamstart  with normal attacks during the animation. I dont want use @cmd hurt2 because the normal attack play the flash and sound of the hit perfect.

In this animation the attack works perfect:
Code:
anim grabforward
	loop       0
	 offset	   82 177
	 bbox	   0 0 0 0
	 delay      1
        @cmd    anti
         frame	data/chars/midas/throw0.gif
	 delay      10
        @cmd    slamstart
        @cmd    position 0 53 0 -1 0
         frame	data/chars/midas/throw0.gif
	 attack     0 0 0 0 0 0 0 0 0
	 delay      40
        @cmd    antiwall -52 17 -1 
        @cmd    position 0 44 30 -1 0
	 frame	data/chars/midas/grabat0.gif
         noreflect  1
	 delay      12
	 attack     116 57 13 14 4 0 1 0 15
         nokill 1
        @cmd    position 14 48 30 -1 0
	 frame	data/chars/midas/grabat1.gif
	 attack     0 0 0 0 0 0 0 0 0
	 delay      18
        @cmd    position 0 44 30 -1 0
	 frame	data/chars/midas/grabat0.gif
	 delay      12
	 attack     116 57 13 14 4 0 1 0 15
         nokill 1
        @cmd    position 14 48 30 -1 0
	 frame	data/chars/midas/grabat1.gif
	 attack     0 0 0 0 0 0 0 0 0
	 delay      18
        @cmd    position 0 44 30 -1 0
	 frame	data/chars/midas/grabat0.gif
	 delay      12
	 attack     116 57 13 14 4 0 1 0 15
         nokill 1
        @cmd    antiwall -52 17 -1 
        @cmd    position 14 48 30 -1 0
	 frame	data/chars/midas/grabat1.gif
	 attack     0 0 0 0 0 0 0 0 0
         noreflect  0
	 delay      5
	 hitfx      data/sounds/empty.wav
        @cmd    position 0 44 30 -1 0
	 frame	data/chars/midas/grabat0.gif
	 delay      35
         frame	data/chars/midas/grabat0.gif
	 delay      18
        @cmd    position 0 38 20 -1 0
         frame	data/chars/midas/throw1.gif
	 delay      20
         sound  data/chars/midas/yaa2.wav
        @cmd    position 0 35 35 -1 0
         frame  data/chars/midas/throw2.gif
	 delay      2
        @cmd    antiwall -52 18 -1 
        @cmd    position 10 -50 35 -1 1
         frame  data/chars/midas/throw3.gif
	 delay      1
	 sound  data/sounds/punch.wav
        @cmd    depost 0
        @cmd    throw 15 1 -5 -1.5 0 0
         frame  data/chars/midas/throw3.gif
	 delay	30
         frame	data/chars/midas/throw3.gif
         flipframe 15
	 delay	8
         frame	data/chars/midas/grab.gif

In this animation the attack never make contact:
Code:
anim grabattack
	loop	0
        attackone  1
	delay	1
        @cmd    anti
        offset	137 180
	bbox	   0 0 0 0
	frame	data/chars/motaro/grabat01.gif	
	delay	8
        @cmd    slamstart
        @cmd    position 8 53 0 1 0
	frame	data/chars/motaro/grabat01.gif	
	delay	16
        @cmd    antiwall 40 10 -1 
        @cmd    position 8 53 0 1 0
	frame	data/chars/motaro/grabat01.gif	
	frame	data/chars/motaro/grabat01.gif	
	delay	9
        offset	137 180
        @cmd    position 0 78 20 1 0
	frame	data/chars/motaro/grabat02.gif
        @cmd    position 0 73 20 1 0
	frame	data/chars/motaro/grabat03.gif
        @cmd    position 0 48 40 1 0
	frame	data/chars/motaro/grabat04.gif
        @cmd    antiwall 40 10 -1 
        @cmd    position 0 20 80 1 0
	frame	data/chars/motaro/grabat05.gif
	delay	25	
        @cmd    position 0 18 90 1 0		
	frame	data/chars/motaro/grabat06.gif
	delay	5
	sound	data/sounds/roar.wav
        @cmd    position 0 23 85 1 0
	frame	data/chars/motaro/grabat07.gif
        @cmd    position 0 43 50 1 0
	frame	data/chars/motaro/grabat08.gif
	delay	2
        noreflect  1
	attack  170 40 25 25 4 0 1 0 0
        @cmd    position 14 38 60 -1 0
	frame	data/chars/motaro/grabat09.gif
	attack     0 0 0 0 0 0 0 0 0
        @cmd    antiwall 40 20 -1 
        @cmd    position 14 38 60 -1 0
	frame	data/chars/motaro/grabat09.gif
	delay	5
        @cmd    depost 0
        @cmd    finish 40 1 -4 1 0 0 400
	frame	data/chars/motaro/grabat09.gif
	frame	data/chars/motaro/grabat10.gif
	delay	25
	frame	data/chars/motaro/grabat10.gif
	delay	9
	frame	data/chars/motaro/grabat09.gif
	frame	data/chars/motaro/grabat00.gif

I check everything and still not working.


What is wrong?
 
Which enemy you want to hit with attackbox?

I asked cause all attackboxes you found in slams/throws in Crime Buster v2.5 are meant to hit OTHER enemies not the one being grabbed

Also there's no bbox in FALL7 therefore grabbed enemies can't be hit by attackbox.
 
The attackbox are to hit grabbed enemy.
I set some frames with bbox in FALL7 to make hits possible.
In the first animation all attacks works perfect, so its possible.
In the second the attack never hit the enemy.
¿Then?
 
i think attacks during a slam animation are fake with hitsparks and sounds spawed at the the right time to make it look like a hit.  if you did hit them during a slam they should get unbinded right ?
 
That's correct!
The normal attacks is the best option to show all effects without spawn sound or flashes.
I create a few slams with attacks during the animatons and works fine, only this time the attack never nake contact. I don't understand why.
 
  Hmmm.... is this deliberate:

delay 2
        noreflect  1

attack  170 40 25 25 4 0 1 0 0
        @cmd    position 14 38 60 -1 0
frame data/chars/motaro/grabat09.gif

If you set noreflect 1, attackbox won't change enemy's animation at all

if you did hit them during a slam they should get unbinded right ?

Nope. Unbinding must still be done manually
 
Yes, its deliberate, i know the enemy won't change the animation. But the attack make contact with noreflect set or not. In this case not work.
If you see the firt post i show 2 animations with attacks during slam. In the first i have a few attack during slam with noflect feature and works perfect.
In the second animation i have only one attack and never make contact.

About Unbinding... wath is for?
 
Yes, i try removing attackone 1, i try with attackone 0.
Nothing works.
I dont know how works fine in the first animation.
I check the bbox and the attack boxes, and it's okay.
 
try fastattack maybe ?

with a real attackbox there is a chance it will hit another entity if they get too close right ?
 
I try fastattack, more delay, etc.
The attack during a grab cant hit othes entities.
Only when setting attackone 0.
 
if the pain7 animation has a bbox other player entites should be able to hit the binded enemy right ?
 
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