Solved Case where antiwall doesn't work

Question that is answered or resolved.

16-bit Fighter

Active member
For a fews days, I've been practicing using the antiwall function on existing mods by following Bloodbane's instructions. For now I manage to do it, except for one case where the antiwall has no effect. Could you tell me if you detect an error please (for info, it's from Maggga's World Heroes)? The char lifts the enemy, turns and throws it.

anim  grabbackward
      loop 0
delay 10
      offset 70 170
      attackone 0
      flipframe 1
      hitfx  data/sounds/indirect.wav
      @cmd    slamstart
      @cmd    position 5 15 -10 -1 0
      frame data/chars/ryoko/th1.gif
      sound data/chars/ryoko/at1.wav
      delay 15
      @cmd    antiwall 51 -17 -1
      @cmd    position 0 -33 0 -1 1
      frame data/chars/ryoko/th2.gif
      delay 7
      @cmd    antiwall 51 -17 -1
      @cmd    position 1 -8 27 -1 1
      frame data/chars/ryoko/th3.gif
      @cmd    hurt 25
      @cmd    antiwall 51 -17 -1
      @cmd    position 17 50 17 -1 1
      frame data/chars/ryoko/th4.gif
      @cmd    depost 0
      @cmd    throw 5 1 4 2 0 0
      delay 8
      frame data/chars/ryoko/th4.gif
      frame data/chars/ryoko/th4.gif
      frame data/chars/ryoko/th5.gif
 
Thanks, but if you mean what is below, it's doesn't work. Is something wrong to you ?

anim  grabbackward
      loop 0
delay 10
      offset 70 170
      attackone 0
      flipframe 1
      hitfx  data/sounds/indirect.wav
      @cmd    slamstart
      @cmd    position 5 15 -10 -1 0
      frame data/chars/ryoko/th1.gif
      sound data/chars/ryoko/at1.wav
      delay 15
      @cmd    antiwall 51 17 -1
      @cmd    position 0 -33 0 -1 1
      frame data/chars/ryoko/th2.gif
      delay 7
      @cmd    antiwall 51 17 -1
      @cmd    position 1 -8 27 -1 1
      frame data/chars/ryoko/th3.gif
      @cmd    hurt 25
      @cmd    antiwall 51 17 -1
      @cmd    position 17 50 17 -1 1
      frame data/chars/ryoko/th4.gif
      @cmd    depost 0
      @cmd    throw 5 1 4 2 0 0
      delay 8
      frame data/chars/ryoko/th4.gif
      frame data/chars/ryoko/th4.gif
      frame data/chars/ryoko/th5.gif
 
@ 16-bit fighter: Splitting antiwall into three functions like that is to smoothen anti wall effect
If it has conflict with flipping, you can just use two functions like this:

anim  grabbackward
      loop  0
  delay  10
      offset  70 170
      attackone 0
      flipframe 1
      hitfx  data/sounds/indirect.wav
      @cmd    slamstart
      @cmd    position 5 15 -10 -1 0
      frame  data/chars/ryoko/th1.gif
      sound  data/chars/ryoko/at1.wav
      delay  15
      @cmd    position 0 -33 0 -1 1
      frame  data/chars/ryoko/th2.gif
      delay  7
      @cmd    antiwall 51 -26 -1
      @cmd    position 1 -8 27 -1 1
      frame  data/chars/ryoko/th3.gif
      @cmd    hurt 25
      @cmd    antiwall 51 -25 -1
      @cmd    position 17 50 17 -1 1
      frame  data/chars/ryoko/th4.gif
      @cmd    depost 0
      @cmd    throw 5 1 4 2 0 0
      delay  8
      frame  data/chars/ryoko/th4.gif
      frame  data/chars/ryoko/th4.gif
      frame  data/chars/ryoko/th5.gif
 
Nothing happens either. I even tested with positive 26, just in case, without success. But thanks for replying.

However, a quite similar technique works for this char (but it's with slamstart2) :
anim freespecial19
      loop 0
delay 1
      offset 70 170
      attackone 0
      flipframe 1
      frame data/chars/ryoko/gg.gif
      delay 13
      hitfx  data/sounds/indirect.wav
      @cmd    slamstart2
      @cmd    position 13 -15 0 -1 1
      frame data/chars/ryoko/thu1.gif
      delay 7
      @cmd    antiwall 106 -27 -1
      @cmd    position 14 0 -10 -1 1
      frame data/chars/ryoko/thu2.gif
      @cmd    antiwall 106 -27 -1
      @cmd    position 15 22 -10 -1 1
      sound data/chars/ryoko/jump.wav
      frame data/chars/ryoko/thu3.gif
      @cmd    antiwall 106 -26 -1
      @cmd    position 16 30 -10 -1 1
      frame data/chars/ryoko/thu4.gif
      sound data/sounds/air5.wav
      @cmd    hurt 25
      @cmd    antiwall 106 -26 -1
      @cmd    position 17 105 -10 -1 1
      frame data/chars/ryoko/thu5.gif
      @cmd    depost 0
      @cmd    throw 5 1 3 3 0 0
      frame data/chars/ryoko/thu5.gif
      frame data/chars/ryoko/thu5.gif
      frame data/chars/ryoko/thu5.gif
      frame data/chars/ryoko/thu6.gif
      frame data/chars/ryoko/thu7.gif
      frame data/chars/ryoko/thu8.gif
      frame data/chars/ryoko/thu9.gif
      frame data/chars/ryoko/thu10.gif
 
That's right.
To move forward a little, I took a test with Janne's grabbackward (quoted below), because it's a priori the same move as Ryoko's one. So, this time, it works, but only if the antiwall is declared where I put the line (thus the move is abrupt, but at less it works unlike Ryoko's slam). Of course, I tested (again) to put just one line in the same place to manage the antiwall effect for Ryoko's slam, but without success.
Have you an idea about this difference between the two slams and why just one declaration works for Janne's slam ?

Janne's throw :
anim  grabbackward
      loop 0
delay 10
      offset 70 170
      attackone 0
      flipframe 2
      hitfx  data/sounds/indirect.wav
      @cmd    slamstart
      @cmd    position 37 40 0 -1 0
      frame data/chars/janne/grab.gif
      sound data/chars/janne/at7.wav
      delay 15
      @cmd    position 32 11 1 -1 1
      frame data/chars/janne/th1.gif
      offset 70 170
      delay 8
      @cmd    position 1 19 22 -1 1
      frame data/chars/janne/th2.gif
      @cmd    hurt 25
      @cmd    antiwall 75 -75 -1
      @cmd    position 17 74 27 -1 1
      frame data/chars/janne/th3.gif
      @cmd    depost 0
      @cmd    throw 5 1 3 2 0 0
      delay 8
      frame data/chars/janne/th3.gif
      frame data/chars/janne/th3.gif
      frame data/chars/janne/th3.gif
      frame data/chars/janne/th3.gif

Ryoko's throw
anim  grabbackward
      loop  0
  delay  10
      offset  70 170
      attackone 0
      flipframe 1
      hitfx  data/sounds/indirect.wav
      @cmd    slamstart
      @cmd    position 5 15 -10 -1 0
      frame  data/chars/ryoko/th1.gif
      sound  data/chars/ryoko/at1.wav
      delay  15
      @cmd    position 0 -33 0 -1 1
      frame  data/chars/ryoko/th2.gif
      delay  7
      @cmd    position 1 -8 27 -1 1
      frame  data/chars/ryoko/th3.gif
      @cmd    hurt 25
      @cmd    antiwall 51 -51 -1
      @cmd    position 17 50 17 -1 1
      frame  data/chars/ryoko/th4.gif
      @cmd    depost 0
      @cmd    throw 5 1 4 2 0 0
      delay  8
      frame  data/chars/ryoko/th4.gif
      frame  data/chars/ryoko/th4.gif
      frame  data/chars/ryoko/th5.gif
 
I think I need to confirm your definition of not working (I got impression that I got it wrong  :o )
OTOH have you tried using multiple antiwalls like they should be but without flipframe? if they work, that means the problem is flipframe

antiwall has nothing to do with grabs. It can be used in any animations in fact :)
 
Wow, you set me on the right track, Sherlock Bane, thanks ! :D

Your reply made me notice the grabbackward is the same as the grabattack except the first one has a flipframe. Thus I removed the flipframe but nothing changed (Aaaaahhh!!!). And then I compared both grabs with Openoffice and found out a difference I haven't understood yet : the 3 first spaces (out of 4) between @cmd and antiwall weren't the same... Is a matter of unbreakable (or unbreakable) spaces ? I guess there's no doubt it is, but can you confirm .txt files manage this kind of spaces ? But overall, what is the rule to be sure to write properly ? I don't know how I typed these different spaces but fortunately, even if it's invisible in txt file (and even you couldn't see in the quotes), in Openoffice this type of space is shown in grey.

Anyway, I tested without then with flipframe and both work. ;)
 
Back
Top Bottom