Enemy escapes custom slam

NED

Well-known member
Ok,
I'm working on a particular slam (actually a freespecial cancel from regular grab anim)

headlock1.jpg


1-Grab

2freespecial:
(headlock start)
Rachel squeezes 1 time
Rachel releases the enemy

3-go back to idle

the squeeze 1 time sequence is working nicely.
But tried to repeat it multiple times to make her squeeze 3 or 4 times before to release the enemy, but enemy escapes really fast.

Magggas already talked to me about it when we were working on gameplay concepts about Kisarah on WHSJ.

Openbor seems to have a limitation for time you can hold someone during a custom slam.

Is there a way to avoid havin the enemy escaping?
Do I need a new hitbox to start taking control on enemy again?
The problem is enemy don't have body box either.

Any way to make it working is welcome.

grab
Code:
anim	grab
cancel 0 10 0 A2 freespecial30# (Hard grab attack) COPY DEFAULT ATTACK FOR ONLY BUTTON IMPUT (no direction)
cancel 0 10 0 F A2 freespecial30# (Hard grab attack) le startframe doit etre tard pour eviter un auto cancel
cancel 0 10 0 D A2 freespecial3# (LAUNCHER) le startframe doit etre tard pour eviter un auto cancel
cancel 0 10 0 U A2 freespecial37# (Hard grab headlock) le startframe doit etre tard pour eviter un auto cancel
	loop	0
	offset	96 177
#	sound	data/sounds/get.wav
	bbox	72 80 47 100
#	bbox	0 0 0 0
	delay	6
	frame	data/chars/rachel/grab.gif

Headlock itself
Code:
anim	freespecial37#Headlock (Hard attack UP)
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	jugglecost	2#3
	attackone	1#0
	loop	0
	offset	96 177
	bbox	0 0 0 0

	delay	12#14

	hitfx	data/sounds/empty.wav
	hitflash      noflash
	grabin 1 40
	attack31   99 79 61 41 0 0 1 1 0 0#grab hit (TRICHER!!)
	nokill 1
	frame	data/chars/rachel/headlo1.gif
	delay	1#pour la voix
	attack31	0 0 0 0 0 0
	frame	data/chars/rachel/headlo1.gif

      	@cmd    entergrab#############pour air grabs normalement
        @cmd    slamstart#2

#-----------loop start------------
#1 CYCLE
	delay	30
        @cmd    position 20 42 0 -1 0
	frame	data/chars/rachel/headlo1.gif#arme le coup

	delay	7#10
        @cmd    position 20 42 0 -1 0
	sound	data/chars/rachel/kiai3.wav
#	hitfx	data/sounds/strangle1.wav
#	hitflash      flash

#	attack	108 104 40 26 16 0 1 0 17 0#20 0

	frame	data/chars/rachel/headlo2.gif


	delay	4
#	attack1	0 0 0 0 0 0

	offset	95 177
        @cmd    position 21 42 0 -1 0
	sound	data/sounds/strangle1.wav
	frame	data/chars/rachel/headlo3.gif

	offset	96 177
        @cmd    position 20 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif

	offset	95 177
        @cmd    position 21 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif

	offset	96 177
        @cmd    position 20 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif

	offset	95 177
        @cmd    position 21 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif

	offset	96 177
        @cmd    position 20 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif

	offset	95 177
        @cmd    position 21 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif

	offset	96 177
        @cmd    position 20 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif

	offset	95 177
        @cmd    position 21 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif

	delay	20
	offset	96 177
        @cmd    position 20 42 0 -1 0
	frame	data/chars/rachel/headlo3.gif
#-----------loop end------------



	#new relache (RELEASE ENDING)
	delay	20
	offset	96 177
	@cmd   depost 0
        @cmd    throw 99 4 -1.7 1.7 0 0
#####      @cmd    throw 99 1 -2.2 2.2 0 1
	frame	data/chars/rachel/headlo4.gif

enemy anims for all slams
#-----------------THROW SLAM SYSTEM (scripted) -----------------#

anim fall7
delay      1000
offset 96 177
      frame      data/chars/mex/frank01.gif
      frame      data/chars/mex/frank02.gif
      frame      data/chars/mex/frank03.gif
      frame      data/chars/mex/frank04.gif
      frame      data/chars/mex/frank05.gif
      frame      data/chars/mex/frank06.gif
      frame      data/chars/mex/frank07.gif
      frame      data/chars/mex/frank07b.gif
      frame      data/chars/mex/frank08.gif
      frame      data/chars/mex/frank08b.gif
      frame      data/chars/mex/frank09.gif

      frame      data/chars/mex/bdrii10.gif
      frame      data/chars/mex/bdrii11.gif
      frame      data/chars/mex/bdrii12.gif
      frame      data/chars/mex/bdrii13.gif

      frame      data/chars/mex/supldam0.gif
      frame      data/chars/mex/supldam1.gif
      frame      data/chars/mex/supldam2.gif
      frame      data/chars/mex/supldam3.gif
      frame      data/chars/mex/supldam4.gif

      frame      data/chars/mex/hedldam1.gif
      frame      data/chars/mex/hedldam2.gif

#-----------------THROW SLAM SYSTEM (scripted) -----------------#
 
Yes, this is it.
I was wrong in my explanation.

The enemy is playing rise anim.
THen tries to walk but is still binded to player.

Thanks
I'll try to edit with your tips...

EDIT : I don't understand why this Z axy editing would make the enemy not going to his rise at a particular risetime.

But, I tested.
I added to Z -1 value to all the cmd position places.
And copied my squeeze "loop" 2 times to test it.

1st cycle is still ok
2nd cycle enemy start by playing hitground sound then play the right anim too.
3rd cycle enemy still get up.

I really don't understant what's wrong...

Is the solution of creating different anim numbers for all the cycle a good idea?
I mean something like M.Power in WHSJ, using several chain throw moves.
So I use it to play grab, squeeze, squeeze, squeeze, release. As 5 anims. :-\
 
To help, this is series of screens

headlobug1.jpg


1st cycle is still ok
2nd cycle enemy start by playing hitground sound then play the right anim too.
3rd cycle enemy still get up.
 
Thanks, but the enemies already have a very long timerise.
And I will certainly edit it in the future, so I prefer not to change it.

Also, I finally deleted the move to something less fun, but compatible with openbor.

This engine is really limited when you're the kind of visual guy and not a coder.
Bit by bit, I adapt my original ideas and myself to these limitations.
 
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