@Grit and
@DatKofGuy
Slams are always going to be tedious. That’s just the nature of the beast. There’s no “easy button” for them, and there never will be. That doesn’t mean slams are complex. Just... repetitive. Fortunately, there
is a mindset that makes things a whole lot easier: treat it like pro wrestling.
In pro wrestling, it’s not the attacker doing all the heavy lifting - it’s the target. That principle is
exactly how OpenBOR and pretty much every engine and every video game ever made handles things under the hood, especially when it comes to slams.
Here’s the basic breakdown:
- Every model includes a generic animation full of slam poses - upside-down, struggling, laying flat, and so on. These are standard and reusable.
- When an attacker initiates a slam, it first identifies the target and stores it in a variable.
- On the key frame of the slam animation, the attacker issues a bind command to the target - which is actually saying “move to this position relative to me, and play this animation frame.”
- If the slam deals damage, the attacker doesn’t apply the damage directly. It tells the target, “Hey, hurt yourself now.”
- When the slam finishes, the attacker tells the target to stop following, and in most cases to drop.
It’s really just a chain of commands from attacker to target. The attacker is like a choreographer - the target does all the dancing.
The scripts are already available, there's lots of help, and you can always ask for assistance.
HTH,
DC