Few things I need to fix

NED

Well-known member
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Big post : May I split it in different parts/subjects?
Sorry if I did it wrong (??)
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Is there a way to make a spawn a particular effect displayed only on low level life

Code:
@cmd spawn01 "bdrop" 0 112 3#--name x y z--

I used to display it only in faint anim, But I would like to have it possible in
walk
run
idle
and a custom "dizzy" anim.
liedown

This is why I need to have it possible based on "life level" and not only in faint anim.

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I don't know why but when my player rises normally (without using riseattack)
She seems to be invincible to any attack.

Fall anim:
Code:
anim fall
	quakeframe	1 1 -11
	loop	0
	landframe	2 dus
	forcedirection	1
	delay	15
	offset	96 177
	bbox	67 82 62 90
	attack	67 82 62 90 5 1 0 1 15 0
	sound	data/chars/rachel/rdam3.wav
	frame	data/chars/rachel/fall1.gif
	bbox	58 100 81 54
	attack	58 100 81 54 5 1 0 1 15 0
	delay	300
	frame	data/chars/rachel/fall2.gif

	delay	55
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif

	delay	40
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif

2nd fall anim:

Code:
anim fall2
	quakeframe	1 1 -11
	loop	0
	landframe	2 dus
	forcedirection	1
	delay	15
	offset	96 177
	bbox	67 82 62 90
	attack	67 82 62 90 5 1 0 1 15 0
	sound	data/chars/rachel/rdam3.wav
	frame	data/chars/rachel/fall1.gif
	bbox	58 100 81 54
	attack	58 100 81 54 5 1 0 1 15 0
	delay	300
	frame	data/chars/rachel/fall2.gif

	delay	55
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif

	delay	40
	bbox	43 148 113 43
	frame	data/chars/rachel/fall4.gif

automatic rise (rise)

Code:
anim	rise
#	subentity	dus#t
#	summonframe	4 0
cancel 1 2 0 S freespecial34# forward reverse roll
cancel 1 2 0 F freespecial34# forward reverse roll
cancel 1 2 0 A freespecial38# LA VRAIE RISE ATTACK
	loop	0
	offset	96 177
	bbox	0 0 0 0

	delay	10
	frame	data/chars/rachel/fall4.gif#for reverse system
	delay	2
	frame	data/chars/rachel/fall4.gif#for reverse system

	delay	11#9
	frame	data/chars/rachel/rise1.gif
	frame	data/chars/rachel/rise2.gif
	frame	data/chars/rachel/j01.gif


rise faster (named riseattack)

Code:
anim	riseattack
cancel 1 2 0 S freespecial34# forward reverse roll
cancel 1 2 0 F freespecial34# forward reverse roll
cancel 1 2 0 A freespecial38# LA VRAIE RISE ATTACK
	loop	0
	offset	96 177
	bbox	0 0 0 0

	delay	10
	frame	data/chars/rachel/fall4.gif#for reverse system
	delay	2
	frame	data/chars/rachel/fall4.gif#for reverse system

	delay	11#9
	frame	data/chars/rachel/rise1.gif
	frame	data/chars/rachel/rise2.gif
	frame	data/chars/rachel/j01.gif


real rise attack (a freespecial)

Code:
anim	freespecial38
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	subentity	dus#t
	summonframe	8 0
	loop	0
	offset	96 177
	bbox	0 0 0 0
	delay	8#11#9
	frame	data/chars/rachel/riseat1.gif
	hitfx	data/sounds/knee.wav
	attack	92 85 79 65 5 1 0 0 14 0
	dropv	5 3
	frame	data/chars/rachel/riseat2.gif
	attack	0 0 0 0 0 0
	sound	data/chars/rachel/kiai2.wav
	frame	data/chars/rachel/riseat3.gif
	frame	data/chars/rachel/riseat4.gif
	hitfx	data/sounds/beat2.wav
	attack	92 85 79 65 7 1 0 0 14 0
	frame	data/chars/rachel/riseat5.gif
	attack	0 0 0 0 0 0
	frame	data/chars/rachel/riseat6.gif
	frame	data/chars/rachel/riseat7.gif
	sound	data/sounds/land.wav
	frame	data/chars/rachel/j01.gif

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My enemy character "Mex" have a taunt that is triggered in a particular range.
But IMO, It's a little too "scripted", I mean it happen really few times.
But When he's on the right range, he seems to over-do it. (repeat several times)

How can I use random code to make him doing it really randomly
Where the code have to be ? In idle and walk anims?

----------------------------------------------------------------------------------------

I'm coding a super move:
at the start it spawn a darker screen effect that pauses the action.
THis seems to work well, but sometimes, the effect isn't spawned at all.

Is there a limitation or something?


This is the start of super move with the spawn place.

Code:
#SUPER 2
anim	freespecial46
#energycost 300 1#100 1
      followcond 2
      followanim 6#2#8
	delay	8
	loop	0
	jugglecost	1
	offset	96 177
	jumpframe	3 1.4 4.3#3 3.9 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
	landframe	12 dus#11 dus#10 dus
      attackone 1
	hitfx	data/sounds/empty.wav
	frame	data/chars/rachel/supB00.gif
	delay	1#11#14#15
	frame	data/chars/rachel/supB01.gif
...
...
...

This is the spawned effect file.

Code:
name	pause
type	text
subtype  noskip 
shadow	0
setlayer    -1


anim	idle
	loop	0
	delay	40
	offset	532 308
	bbox	0 0 0 0
	sound	data/sounds/energy.wav
drawmethod alpha 2
	frame	data/sprites/grey1
	@cmd	killentity getlocalvar("self")
	frame	data/sprites/empty.gif
 
Since even with few people help it still cannot be fixed, I finally used an artificial way. (easier for non coding guys like me)

I used an attack box to check if there is a liedown enemy (checking by attacking only OTG players). If the move hits, it follows with the stomp itself.
This is the only way I found to have this working. and there is no problem for the moment.

Now I'm working a little more on obtacles/platforms...
Player and enemies can break them, mount on them...
But, for some reason, when I thow enemy or hit mid air enemy to make them hiting an obstacle, they don't break it.
Also, enemy cannot do it with player too.

I precise I used "damageonlanding"

Code:
damageonlanding 0 1


Still with obstacles.
Is there a way to give more interactivity to some obstacles?
-picking them to throw them
-hitting a barel to make it rolling in front of you
 
I don't know what else to say about your problem, it works well here so there must be something wrong with how you set the script and animation.

But, for some reason, when I thow enemy or hit mid air enemy to make them hiting an obstacle, they don't break it.

Well, it depends on projectilehit setting.

-picking them to throw them

It's not simple but it's doable. Don't ask me yet.

-hitting a barel to make it rolling in front of you

Add subtype flydie to make destroyed obstacles to roll or fly away on its death. Its FALL animation will be the rolling or fly away animation.
 
@ BB
Thanks.
Worst thing is I actually used projectilehit on enemy to make them hitting themselves when falling.
This function name always make me think it's about actual projectiles :P

subtype flydie. Thanks now it works perfectly.

About picking up obstacles. No problem, I'll try to find something later.
But, talking about it, I have a little bug with Mex.
In his special throw system he normally tries to grab players then randomly cancels to one of his 2 slams.

But, sometimes he grabs an obstacle instead of grabbing opponent.
Is there a way to avoid it?

There is also a chain/cancel bug in my crouch system.
Basically crouch is a free special. In this anim you can do "A" or "A2"
These moves:
r309.jpg

"A" can be cancelled to "A2" move (on hit)-- It works
"A" should be cancellable to "A" (on hit)-- But instead it sends to attack1



@Ilu
Yes, I given every fall anim an attack box

Picking up item could be a really nice feature for a lot of mods.
I'm pretty sure it can be done using a slam system.
Perhaps a particular one who hits only some particular obstacles.
 
But, sometimes he grabs an obstacle instead of grabbing opponent.
Is there a way to avoid it?

antigrab {value}

~This command sets entity's resistance to grabbing attempt by opponent. To grab this entity, opponent's 'grabforce' must equal or more than {value}.
~Used in conjuction with 'grabforce'.

grabforce {value}

~This command sets entity's power to grab an opponent. This entity will have success grab if opponent's 'antigrab' is equal or less than {value}.
~Used in conjuction with 'antigrab'.
 
Thanks for the help Ilu.
It is what I need.

For crouching light kick combo.
I tried to invert A and A2 commands to see if the problem was on anim or command.
I figured that the problem was due to an impossibility to chain a move to itself.
I finally created a clone of the light kick so it swiches from one to another, create the illusion of using the same move.
This is the only way I can fix it. It seems to work well.
 
Yes, might be something about loops.

Also,
After checking and testing.
Grabforce and antigrab are not working for custom slams.
It seems to avoid only normal grab itself.

So when my enemy Mex tries to specialgrab a player, he sometimes grabs an obstacle or NPC.

I precise both NPC and obstacles can be hit by all everybody, I just don't want them to be grabbable.
 
Yes, when I made those slam scripts, antigrab and grabforce were added after that.

Anyways, enemy's slam scripts need to be updated to prevent them from grabbing obstacles and other entities
 
I have far less time to work on my project, so I try to fix regular things for the moment.

I'm fixing a bug in enemy's slam:
effect appear on a frame before the hit ground.
visual effect and sound effect. (on enemy himself)

I don't know how to avoid the effect to be displayed too early (red arrow)

5lm1.jpg



this is the throw code.

Code:
anim follow20
attackone 1

      @script
    void self = getlocalvar("self");

    if( frame == 0){
      int r = rand()%40;

      if( r > 0){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW21"));
      }
    }
@end_script

      loop	0
      delay	28#22#18
      offset	96 177
#      quakeframe 6 3 3
      @cmd    slamstart2#4
      @cmd    position 38 50 0 -1 -1
      frame	data/chars/mex/grab.gif

      delay	15#11
      @cmd    position 16 0 0 1 1
      frame	data/chars/mex/throw1.gif
      delay	50
      @cmd    position 17 0 40 1 1
      frame	data/chars/mex/throw2.gif
      delay	8
	sound	data/chars/mex/mex_kiai2.wav
      @cmd    position 16 0 0 1 1
      frame	data/chars/mex/throw1.gif

      delay	1
      sound	data/sounds/a2.wav
	@cmd   depost 0
        @cmd    throw 40 2 6 3 0 -1

      frame	data/chars/mex/throw3.gif

      delay	35
      frame	data/chars/mex/throw3.gif

      delay	8
      frame	data/chars/mex/throw1.gif

Thanks
 
I believe that dust you're seeing is because engine thinks Rachel has landed to ground when she's being held by Mex.
You can solve this by disabling dust command in Rachels header text and set dust manually in each FALL animation Rachel has EXCLUDING FALL animations you don't want dusts to be spawned
 
Thanks a lot, you was right, BB!
It was due to the fact at the lauch start Rachel's sprite is visually in air, but physically her Y position was 0, so, dust effect.
I just edited the position to some a little higher (10), and no more problem!


I recently sprited some new move fo Rachel (air throw) basically, it's a bulldog type move (grab mid air enemy and slam them to the ground)
I have no clue how to properly code it I believe you used some simillar coding in your CB mod (for Ralf)
I think it works like any other grab and slam move but I don't get it how works the start:
the attempt anim, how to check mid air enemy
not fall immediatly, but  perhaps do a small hop...
 
Bloodbane said:
Ralf's Napalm Stretch you mean?
yes
Bloodbane said:
Hmmm... I thought you already make air grab before.

you make me have a doubt about it, but all my grabs are from regular "grab" anim.
It's true she (Rachel) have a long range super slam move from an air attempt, but move have to hit stand enemies ONLY. If not, it cancels to some air flip kick.

The new move, now is a cancel from jump anims.
-Atempt (check air enemies)
-success

some mock up of the slam itself
ixw1.jpg
 
Can a follow be triggered by reaching a particular frame of an anim?
Just like cancel but without having to do an imput for it.

to make it more understable this is a basic explanation of what I need:

the anim have 5 frames
move starts:
on frame 1 an attack box can send enemy to follow21
on frame 2 an attack box can send enemy to follow22
the other frames don't hits at all

thanks
 
nedflandeurse said:
Can a follow be triggered by reaching a particular frame of an anim?
Just like cancel but without having to do an imput for it.

to make it more understable this is a basic explanation of what I need:

the anim have 5 frames
move starts:
on frame 1 an attack box can send enemy to follow21
on frame 2 an attack box can send enemy to follow22
the other frames don't hits at all

thanks

Sure. Just put something like this on animation header:

@script
void self = getlocalvar("self");
if (frame >=2)
{
changeentityproperty(self,"velocity",0,0,0);
performattack(self,openborconstant("ani_follow2"));

}
@end_script

Some notes:

-The first frame on animation is frame zero
-The change in velocity  is to make sure the entity won't get any residual velocity from this animation.
- you'll probably have to  change frame >=2 and "ani_follow2"  , but I think you already know that.
 
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