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