Coding an actual counter attack (FIXED)

NED

Well-known member
I would like to find a way to code a counter attack.
Something like a reflex stance/counter stance. Let me explain it.

My character use a taunt.
In this taunt, I would like the 2 first frames to be safe for user.
If you're hit while you are in these frames, you start a counter attack (follow*)
So you'll hit enemy

Is such a move possible in Openbor?

Thanks
 
this should work for what u want, but it only works from certain frame

counterframe {frame} {cond} {damaged}

~Animation header. If all conditions are met, entity will perform animation set by followanim. This command is outdated and only included for backward compatibility. Use Counterrange instead.
~This command is to make entity performs FOLLOW{#} if the entity is hit in set frame.
~frame determines at which frame if entity is hit , FOLLOW{#} would be played.
~cond determines the condition requirements before FOLLOW{#} is played.
1: The counter will always be used.
2: The counter will be used as long as the attacker was an enemy (Or a player if an enemy uses it).
3: The counter will be used as long as the attacker was an enemy, the attack was not unblockable, hits the user from the front, and was not a FREEZE attack.
~damaged determines whether the entity will receive damage from the hit or not.
0, the damage won't be taken
1, the damage will be taken
~Which FOLLOW animation played is determined by 'followanim'.

-----------------------------------------------

counterrange {start} {end} {condition} {damage}

~Animation header. Replaces Counterframe and works identically except where noted.
~{start} Start of frame range when counter may trigger.
~{end} End of frame range when counter may trigger.
 
Thanks for your help,
I was pretty sure I had read/tested all option on the mannual to make it.
Without chance to have it working because it was not exactly what I need

In fact this was the one I used to test before.
Code:
counterattack {bi}

    ~If set to 1, attackboxes in this animation will also hit opponent's attackbox. However, this only works if opponent has active bbox when he/she is attacking.
    ~Like the name sais, this is great for counter attacks.

This one you posted is great, thanks again.
"counterrange" is working perfectly! :D
 
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