NED
Well-known member
I'm working in some throw cancel from a normal kick hit only in stand enemies (using grabcheckG to detect if enemy is standing, in air...)
This is how the move works :
-kick (low blow) is a command move done by "D A2"
-On hit you can tap "A2" or perhaps "F A2" to start a slam attempt
-On success the slam is done / on miss it plays kick recovery anim.
It seems to work well, but I would it to work only when the kick clean hits (not blocked)
-How to fix it so the cancel is possible only when kick hits.
1 detail that could help this kick send to a special pain anim (pain4)
-Also, a second bug happens. When the kick kills, the slam make enemy play death voice multiple time.
So I would like the cancel to be possible only if close enemy is alive.
Is this possible?
This is the code:
KICK
Throw attempt
Throw miss
Throw success
Basically, what I need is a use of both "followanim followcond" and "cancel"
-"Cancel" allows "sequence of inputs" and number f "hits", but don't detect if enemy is guarding.
-"followcond" allows "kill enemy detect" and "move guarded detect", but can't be triggered by an imput.
AFAIK there is no regular way to do it. Perhaps I've a bad reading of Openbor manual. :-\

This is how the move works :
-kick (low blow) is a command move done by "D A2"
-On hit you can tap "A2" or perhaps "F A2" to start a slam attempt
-On success the slam is done / on miss it plays kick recovery anim.
It seems to work well, but I would it to work only when the kick clean hits (not blocked)
-How to fix it so the cancel is possible only when kick hits.
1 detail that could help this kick send to a special pain anim (pain4)
-Also, a second bug happens. When the kick kills, the slam make enemy play death voice multiple time.
So I would like the cancel to be possible only if close enemy is alive.
Is this possible?
This is the code:
KICK
Code:
#anim slide # low blow
anim freespecial13
cancel 4 5 1 A2 freespecial58#F A2 freespecial42# DIAMOND DUST cancel (temp)----------------------------
cancel 4 5 1 D F A2 freespecial31#super moves
cancel 4 5 1 D U A2 freespecial46#super moves
cancel 4 5 1 D U A freespecial4# hard attacks vers coups speciaux
cancel 4 5 1 D F A freespecial2# hard attacks vers coups speciaux
cancel 4 5 1 F D A freespecial1# hard attacks vers coups speciaux
damageonlanding 0 1#l'enemi peut faire des indirect damage
delay 11###9#8
loop 0
forcedirection -1
jugglecost 1
offset 96 177
bbox 76 80 56 102
frame data/chars/rachel/ga1.gif
delay 6###5
sound data/chars/rachel/rhora.wav
frame data/chars/rachel/ga3.gif
delay 6###5
sound data/sounds/a2.wav
frame data/chars/rachel/gat1.gif
delay 14#14#9
hitfx data/sounds/knee.wav
#### attack4 108 112 72 47 18 0 0 0 26 0
attack4 108 112 60 47 18 0 0 0 26 0
otg 1# HIT ON THE GROUND
dropv 2.2 2.8
frame data/chars/rachel/lowblow1.gif
delay 11#12
attack4 0 0 0 0 0 0
frame data/chars/rachel/lowblow2.gif
delay 6
frame data/chars/rachel/gat6.gif
delay 10
frame data/chars/rachel/ga3.gif
Throw attempt
Code:
#ATTEMPT CHECK (use slam scripts) - DIAMOND DUST attempt (from low blow)
#1-grab air enemy/2-if moto 3-if/non ground enemy.
anim freespecial58
loop 0
drawmethod 256 256 0 0 0 4#foncé debug#-----------------------
delay 1
offset 96 177
bbox 76 80 56 102
delay 11#12
frame data/chars/rachel/lowblow2.gif
delay 6
@cmd grabcheckG "ANI_FOLLOW25" "ANI_FOLLOW24" "ANI_FOLLOW24"
frame data/chars/rachel/gat6.gif
delay 10
frame data/chars/rachel/ga3.gif
Throw miss
Code:
#DIAMOND DUST miss
anim follow24
loop 0
drawmethod 256 256 0 0 0 1#plus clair debug#-----------------------
delay 1
offset 96 177
bbox 76 80 56 102
# delay 11#12
# frame data/chars/rachel/lowblow2.gif
delay 6
frame data/chars/rachel/gat6.gif
delay 10
frame data/chars/rachel/ga3.gif
Throw success
Code:
anim follow25# DIAMOND DUST success
flipframe 19# frame+1 ou on se retourne (en X)
hitfx data/sounds/indirect.wav
jumpframe 2 3.4 2.8#2 3 2.8#2 3.5 3.5#{frame} {speedy} {speedx} {speedz} {dust}
landframe 6 dus#6#13#12
attackone 0#1#0
quakeframe 6 9 7#13 9 7#3
subentity flashshort
spawnframe 6 -20 3 60 0#6 0 3 8 0#{frame} {x} {z} {a} {relative}
offset 96 177
bbox 0 0 0 0
# hitfx data/sounds/empty.wav
delay 18#6
@cmd slamstart
@cmd position 0 30 0 0 1
frame data/chars/rachel/grab.gif#franke00.gif
delay 9
# @cmd slamstart
@cmd position 0 20 0 0 1
sound data/chars/rachel/kiai5.wav
frame data/chars/rachel/bttdri1.gif
delay 9
@cmd position 11 -15 -25 0 1#0 0 0 0 1
frame data/chars/rachel/diamdust00.gif
delay 9
@cmd position 11 -35 -60 0 1
attack 77 66 58 80 5 1 1 0 6 20
frame data/chars/rachel/diamdust01.gif
@cmd position 11 -35 -50 0 1
attack 77 66 58 80 5 1 1 0 6 20
frame data/chars/rachel/diamdust02.gif
delay -1000
@cmd position 11 -35 -30 0 1
attack 69 98 71 81 40 1 1 0 6 20
frame data/chars/rachel/diamdust03.gif# flying
delay 1#9-------1 frame pour le 2eme son (hitsound)
# @cmd spawn01 "slmfxfst" 0 0 -3#--name x y z--(en arr plan)
@cmd position 12 -50 8 0 1
attack 69 98 71 81 40 1 1 0 6 20
# @cmd spawn01 "bldcrsh" 0 7 5#--name x y z--
frame data/chars/rachel/diamdust04.gif# hitground
delay 1#1#9-------1 frame pour le 2eme son (hitsound)
sound data/sounds/fall.wav#fallcrsh.wav#fall.wav
@cmd position 12 -50 8 0 1
attack 0 0 0 0
frame data/chars/rachel/diamdust04.gif
delay 8#1#12#20#30#1#7#5-------1 frame pour le 2eme son (hitsound)
sound data/sounds/strangle2.wav#powhitt.wav#mountdrop.wav#beat2.wav#hardp.wav
@cmd position 12 -50 8 0 1
frame data/chars/rachel/diamdust04.gif
delay 1#7#5--------------last pour release bind of P2 (1 frame)
sound data/sounds/snap1.wav
@cmd position 12 -44 1 0 1
frame data/chars/rachel/diamdust05.gif
delay 1#7#5--------------last pour release bind of P2 (1 frame)
@cmd depost 0
@cmd finish 30 1 -0.3 1.5 -0.1 1#55 2 1 1.5 0 1# dam fall-type x y z direction
frame data/chars/rachel/diamdust05.gif
delay 13#9
@cmd leaper 1.1 1.7 0#1.5 2 0#1.5 2.8 0#----------(x y z)gooood script pour un 2eme hop possible
frame data/chars/rachel/diamdust05.gif
delay 9#13#9
frame data/chars/rachel/diamdust05.gif
delay 13#9#13#9
frame data/chars/rachel/diamdust05b.gif
delay 9#10#13#9
frame data/chars/rachel/diamdust06.gif
delay 7#9#13#9
frame data/chars/rachel/diamdust07.gif
delay 16#18#25#13#9
frame data/chars/rachel/diamdust08.gif
delay 9#10
frame data/chars/rachel/diamdust09.gif
frame data/chars/rachel/diamdust10.gif
frame data/chars/rachel/j01.gif
Basically, what I need is a use of both "followanim followcond" and "cancel"
-"Cancel" allows "sequence of inputs" and number f "hits", but don't detect if enemy is guarding.
-"followcond" allows "kill enemy detect" and "move guarded detect", but can't be triggered by an imput.
AFAIK there is no regular way to do it. Perhaps I've a bad reading of Openbor manual. :-\