maxman
Well-known member
I'm planning to create a car object for it to not be thrown by players for the bonus stage since every player has slamstart2 function for grapples. Also, I want the enemy to not be able to grab one specific character (as a weapon character), same for players when it comes to one specific enemy. One enemy can use slamstart2 to grab players, but not all of them. How can I make one player not being grabbed by an enemy? (I don't want the enemy to be grabbing all players including weapon ones.)
I'm having trouble with the player (weapon mode) posing with the first frame of anim jump (attachment below) before she plays her fall4 anim, even though I use slamstart2 on the enemy to force her to play her pain frame, starting with 0 and then 1 in position. I don't get why the target starts to play her while standing before it gets grabbed. Yes, I have clearL in the enemy's idle anim.

Here're the codes.
This is the code that shows her first frame of anim jump from the attachment which is supposed to not pose anim jump.
I'm having trouble with the player (weapon mode) posing with the first frame of anim jump (attachment below) before she plays her fall4 anim, even though I use slamstart2 on the enemy to force her to play her pain frame, starting with 0 and then 1 in position. I don't get why the target starts to play her while standing before it gets grabbed. Yes, I have clearL in the enemy's idle anim.

Here're the codes.
Code:
anim attack2
offset 90 148
delay 11
range -6 26
followcond 2
followanim 4
attack 73 100 51 40 0 1 0 1 0 0
hitfx data/sounds/null.wav
bbox 69 98 38 55
frame data/chars/malmor/stand1.png
anim follow4
offset 90 148
delay 64
@cmd slamstart2
@cmd position 0 22 31 0 -1
frame data/chars/malmor/eat1.png #Grab
@cmd randAni openborconstant("ANI_FOLLOW1") openborconstant("ANI_FOLLOW2") openborconstant("ANI_FOLLOW3")
frame data/chars/malmor/eat1.png #Grab
anim follow1 #Bite once
offset 90 148
delay 32
@cmd slamstart2
@cmd position 0 22 31 0 -1
frame data/chars/malmor/eat1.png #Grab
@cmd position 1 22 31 0 -1
frame data/chars/malmor/eat2.png #Start biting
@cmd hp 5
@cmd hurt2 5
sound data/sounds/phy_dmgbone_03.wav
frame data/chars/malmor/eat1.png #Bite
frame data/chars/malmor/eat2.png #Start tossing
delay 2
@cmd terminateAlias "EmmaSparkles"
frame data/chars/MalMor/throw3.png
delay 32
bbox 70 91 34 59
@cmd depost
@cmd throw 8 3 -2.1 3 0 -1 #throw {damage} {type} {x} {y} {z} {facing}
@cmd clearL
frame data/chars/MalMor/throw3.png #Toss
anim follow2 #Bite twice
offset 90 148
delay 32
@cmd slamstart2
@cmd position 0 22 31 0 -1
frame data/chars/malmor/eat1.png
@cmd position 1 22 31 0 -1
frame data/chars/malmor/eat2.png
@cmd hp 5
@cmd hurt2 5
sound data/sounds/phy_dmgbone_03.wav
frame data/chars/malmor/eat1.png # One
frame data/chars/malmor/eat2.png
@cmd hp 5
@cmd hurt2 5
sound data/sounds/phy_dmgbone_03.wav
frame data/chars/malmor/eat1.png #Two
frame data/chars/malmor/eat2.png
delay 2
@cmd terminateAlias "EmmaSparkles"
frame data/chars/MalMor/throw3.png
delay 32
bbox 70 91 34 59
@cmd depost
@cmd throw 8 3 -2.1 3 0 -1 #throw {damage} {type} {x} {y} {z} {facing}
@cmd clearL
frame data/chars/MalMor/throw3.png #Toss
anim follow3 #Bite thrice
offset 90 148
delay 32
@cmd slamstart2
@cmd position 0 22 31 0 -1
frame data/chars/malmor/eat1.png
@cmd position 1 22 31 0 -1
frame data/chars/malmor/eat2.png
@cmd hp 5
@cmd hurt2 5
sound data/sounds/phy_dmgbone_03.wav
frame data/chars/malmor/eat1.png #One
frame data/chars/malmor/eat2.png
@cmd hp 5
@cmd hurt2 5
sound data/sounds/phy_dmgbone_03.wav
frame data/chars/malmor/eat1.png #Two
frame data/chars/malmor/eat2.png
@cmd hp 5
@cmd hurt2 5
sound data/sounds/phy_dmgbone_03.wav
frame data/chars/malmor/eat1.png #Three
frame data/chars/malmor/eat2.png
delay 2
@cmd terminateAlias "EmmaSparkles"
frame data/chars/MalMor/throw3.png
delay 32
bbox 70 91 34 59
@cmd depost
@cmd throw 8 3 -2.1 3 0 -1 #throw {damage} {type} {x} {y} {z} {facing}
@cmd clearL
frame data/chars/MalMor/throw3.png #Toss
Code:
anim fall4
delay 2000
offset 59 92
frame data/chars/Emma/Diamond/pain1.png # 0 Begin
@cmd spawn01 "EmmaSparkles" 0 14 0
frame data/chars/Emma/Diamond/invis.png #Emma invisible
This is the code that shows her first frame of anim jump from the attachment which is supposed to not pose anim jump.
Code:
anim jump
delay 8
offset 66 114
bbox 43 52 29 56
frame data/chars/Emma/Diamond/jmp1.png
@cmd randSound "ting.wav" "null.wav" "null.wav"
delay 5
frame data/chars/Emma/Diamond/jmp1-1.png
frame data/chars/Emma/Diamond/jmp1.png
delay 10
bbox 51 51 27 46
frame data/chars/Emma/Diamond/jmp2.png
frame data/chars/Emma/Diamond/jmp2.png
delay 15
bbox 48 52 21 67
frame data/chars/Emma/Diamond/jmp3.png
frame data/chars/Emma/Diamond/jmp3-3.png