Wombat2112
Banned
I'm very rusty...could you make an attack like a sword slash and then with the same button hold it down for a short period then release and hit with a charged attack in order to do more damage?
Yeah, Ilu is right, I'm using a scripted version in the SOR2X.O_Ilusionista said:Yeah, but sadly the native CHARGEATTACK isn't reliable at all. it fails more than it works.
Kratus has a scripted version of this.
Kratus said:Wombat2112
Yeah, Ilu is right, I'm using a scripted version in the SOR2X.O_Ilusionista said:Yeah, but sadly the native CHARGEATTACK isn't reliable at all. it fails more than it works.
Kratus has a scripted version of this.
Are you using some kind of "charging animation" while the button is held, or do you want a system like the Streets of Rage series, that will not show a "charging animation" but will cancel the idle/walk/run animations to perform the charged attack as soon the button is released?
void keyLoop(void key, int frame)
{//Loops defined frame if defined key is held
void self = getlocalvar("self");
int iPIndex = getentityproperty(self,"playerindex");
if(playerkeys(iPIndex, 0, key)){updateframe(self, frame);}
}
void keyAni(void key, void ani)
{//Execute animation if defined key is held
void self = getlocalvar("self");
int iPIndex = getentityproperty(self,"playerindex");
if(playerkeys(iPIndex, 0, key)){performattack(self, openborconstant(ani), 1);}
}
anim special2 #UPPER
fastattack 1
jugglecost 15
forcedirection 0
otg 1
energycost 40 2 5
@cmd healStart
loop 0
delay 12
offset 152 199
hitfx data/sounds/MediumPunch.wav
sound data/sounds/HighAttack.wav
frame data/chars/bosses/abadede/upper00.gif
hitfx data/sounds/HighPunch.wav
frame data/chars/bosses/abadede/upper00.gif
@cmd keyAni "special" "ANI_FOLLOW35"
delay 12
attack 190 130 36 32 8 1 0 0 20 12
dropv 4 1.2 0
frame data/chars/bosses/abadede/upper01.gif
delay 24
attack 162 73 40 62 8 1 0 0 20 12
dropv 4 1.2 0
bbox 150 113 30 88
frame data/chars/bosses/abadede/upper02.gif
anim follow35 #UPPER
fastattack 1
jugglecost 15
forcedirection 0
otg 1
energycost 40 2 5
@cmd healStart
loop 0
delay 4
offset 153 199
hitfx data/sounds/MediumPunch.wav
#sound data/sounds/HighAttack.wav
frame data/chars/bosses/abadede/upper00.gif
offset 152 199
hitfx data/sounds/HighPunch.wav
frame data/chars/bosses/abadede/upper00.gif
@cmd keyLoop "special" 0
delay 12
attack 190 130 36 32 32 1 0 0 20 12
dropv 4 1.2 0
frame data/chars/bosses/abadede/upper01.gif
delay 24
attack 162 73 40 62 32 1 0 0 20 12
dropv 4 1.2 0
bbox 150 113 30 88
frame data/chars/bosses/abadede/upper02.gif
animationscript data/scripts/animation/default.c