Declaring different death animations

Ken

New member
I've searched the forum but the explanations seem unclear.

BeasTie said:
You must also set falldie/death for this to work.


Code:
falldie {value} or death {value}

    ~Determines how DEATH animation will be played when the character dies.
        0 = fall, blink on ground then disappear without playing DEATH at all (default).
        1 = No FALL animation, DEATH animation will be played right after final blow
        2 = Fall first then play DEATH animation.
    ~MAKE SURE that the character have DEATH animation when using this!

If you want more than 10 death anims you will need to increase maxattacktypes in MODELS.TXT

Code:
maxattacktypes {max}

    ~Sets the maximum number of attack types.
    ~PAIN,FALL, RISE, BLOCKPAIN and DEATH animations limit is also set together with this.
    ~{max} is number of available types.
    ~Default is 10 & maximum value is 99.

Code:
DEATH11,DEATH12,... {player,enemies}

    ~These animations are only usable if you have increased attacktype limit. To increase the limit use 'maxattacktypes' (see details above in Models.txt section).
    ~After they are available, they work just like other DEATHs.

and

bWWd said:
what do you mean? you assign deaths to attacks in whatever animations you want, use death22 in freespecial13 by incluiding attack22 in it if you want, animation name dont matter at all, we can have attacks in all animations.

I've done what BeasTie wrote to allow the function to happen that is clear but even after reading the manual I'm still unsure how to declare it,

this is my players command
anim freespecial
loop 0
delay 7
offset 120 288
bbox 26 47 156 240
        sound  data/chars/ken/k1.wav
cancel 5 6 1 a2 freespecial5
frame data/chars/ken/k1.gif
frame data/chars/ken/k2.gif
frame data/chars/ken/k3.gif
        attack  35 35 250 251 10
        delay  12
offset  120  288
frame data/chars/ken/k4.gif
        attack  0
        delay  7
frame data/chars/ken/k3.gif
frame data/chars/ken/k2.gif

and when it connects to the enemy I want it to use enemy's death2

anim death2
loop 0
delay 200
offset 72 271
frame data/chars/ken/de1.gif

where do I declare what? I've tried declaring death2 in players freespecial  and declaring freespecial in enemys death2 but no joy.

 
Sorry, I'm getting rusty in no time, but.
AFAIK :

Attack2 (in attacker move hitbox)
send enemy to pain2
send enemy to fall2
send enemy to death2

same for 3, 4, 5...

if one of the anims is missing, it will use default one.

I might be wrong, but this is what I remember ATM
 
I tried that too but it still didn't work, it worked for att1 att2 etc  but not freepspecial, looked every where but can't seem to find any solid information about it, I understand being rusty, it's been years since the last time I used OpenBor, I remember a post on Lavalit years ago about different death animations but alas it is no more

Edit
It works on attacks and freespecials 2, 3, 4  but not freespecial  hmm must be a bug
 
this is my players command
anim freespecial
  loop  0
  delay  7
  offset  120 288
  bbox  26 47 156 240
        sound  data/chars/ken/k1.wav
  cancel 5 6 1 a2 freespecial5
  frame  data/chars/ken/k1.gif
  frame  data/chars/ken/k2.gif
  frame  data/chars/ken/k3.gif
        attack  35 35 250 251 10
        delay  12
      offset  120  288
  frame  data/chars/ken/k4.gif
      attack  0
        delay  7
  frame  data/chars/ken/k3.gif
  frame  data/chars/ken/k2.gif


Your attack in freespecial should be attack2
 
handsnfeetface said:
this is my players command
anim freespecial
  loop  0
  delay  7
  offset  120 288
  bbox  26 47 156 240
        sound  data/chars/ken/k1.wav
  cancel 5 6 1 a2 freespecial5
  frame  data/chars/ken/k1.gif
  frame  data/chars/ken/k2.gif
  frame  data/chars/ken/k3.gif
        attack  35 35 250 251 10
        delay  12
      offset  120  288
  frame  data/chars/ken/k4.gif
      attack  0
        delay  7
  frame  data/chars/ken/k3.gif
  frame  data/chars/ken/k2.gif


Your attack in freespecial should be attack2

YES, this is it!

Ken, this is not about actual attack anims, but about attack box coding.
 
YES, this is it!

Ken, this is not about actual attack anims, but about attack box coding.

are you talking to me or handsnfeetface?

I got it to work by changing my standard freespecial to freespecial8 (I have 8 in total) and deleted freespecial, I think because I use att/2/3/4 as punch combos and freespecial/2/3/4 as kick combos its bugged somewhere in using attack2 send enemy to death2, it works on every other freespecial2/3/4/5 and att/1/2/3/4 but not the first simple anim freespecial box coding and because I was solely trying to get it to work on freespecial that's were my mistake was, I tried what you said in freespecial2 and it worked perfectly, I think this might have been the same problem nsw25  was having afew years ago in this topic http://www.chronocrash.com/forum/index.php?topic=394.msg2571#msg2571 thanks for your help nedflandeurse, I really appreciate it.
 
Indeed. Like what nedflandeurse and handsnfeetface said, this is not about freespecial. This is about pain reaction from specific attack or attackbox. It goes like this. The player does have attack2 as attackbox, not animation, to attack his opponent.

Example:

anim freespecial
offset 336 292
delay 4
bbox 323 197 50 98
frame data/chars/ken/cvs2_ken_394.png
frame data/chars/ken/cvs2_ken_395.png
attack2 376 206 37 15 10 0 0 0 0 0
frame data/chars/ken/cvs2_ken_396.png
frame data/chars/ken/cvs2_ken_397.png
attack2 0 0 0 0 0 0 0 0 0 0
frame data/chars/ken/cvs2_ken_398.png
frame data/chars/ken/cvs2_ken_399.png
frame data/chars/ken/cvs2_ken_400.png
frame data/chars/ken/cvs2_ken_401.png

If player attacks with attack2 attackbox, the target will react its pain animation with anim pain2.

anim pain2
offset 35 100
delay 5
frame data/chars/ryu/0500000010.gif
@cmd velo001 -2 0 0
delay 7
frame data/chars/ryu/0500000010.gif
offset 43 97
delay 5
frame data/chars/ryu/0500000020.gif
offset 35 100
@cmd velo001 0 0 0
frame data/chars/ryu/0500000010.gif

If you wanna knock out a target, you use 1 as a knock out. The red one below is a knockout.

anim freespecial10 #Crouch high kick
bbox 20 1 45 69
offset 36 60
delay 6
@cmd makeOpponentBlock
frame data/chars/ryu/308.gif
bbox 7 1 45 65
offset 18 62
frame data/chars/ryu/309.gif
bbox 16 1 45 65
attack 49 35 64 30 10 1 0 0 0 0
offset 29 60
frame data/chars/ryu/310.gif
offset 35 60
frame data/chars/ryu/311.gif
attack 0 0 0 0 0 0 0 0 0 0
bbox 1 1 45 65
offset 19 61
frame data/chars/ryu/312.gif
offset 26 61
frame data/chars/ryu/313.gif
offset 24 63
frame data/chars/ryu/314.gif
bbox 1 1 56 69
offset 26 66
frame data/chars/ryu/315.gif
offset 23 66
@cmd keyint2 "ANI_DUCK" 2 "D" 0
@cmd keyint2 "ANI_FOLLOW6" 0 "D" 1
frame data/chars/ryu/281.gif

If you use attack2 with a knockout on the target, the target will react with anim fall2 if anim fall2 is set. However, if anim fall2 is not set, it will default to just anim fall itself. It's like using attack2 attackbox to give target a reaction of anim pain2 as a non-knockout. If you do attack2 attackbox on him/her for the target to die, like anim fall2, target will play anim death2 if it's set. No setting that will be going to default.

It is pain reaction specific.
 
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