(FIXED) Advanced followcond settings?

NED

Well-known member
I'm asking if some other values can be used in this command

Code:
followcond {value}

    ~This command is to make the entity performs FOLLOW{#} if an attackbox in the animation hits.
    ~value determines the condition requirements before FOLLOW{#} is played.
        1 = this animation will followup as long as it hits an entity.
        2 = this animation will followup as long as it hits an enemy (Or player if an enemy uses it).
        3 = this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.
        4 = this animation will followup as long as it hits an enemy, and the target is not killed, does not block the attack, and is not set to be ungrabbable. 
    ~Which FOLLOW animation played is determined by 'followanim'.

I need a parametrer to do the followup just like in setting "1" but never if attack actually kills.

Is there an alternate value or unused/not listed for this use?
Thanks


("3" would be OK if it worked with obstacles and all entities...)

EDIT ------------------------------------------------------------------------------

I tried my best with values like 99, 0, -1 etc.
But no chance.

Let me explain basically what I need (I don't think follow cond will fix it, finally)

I'm using the wall bounce script by Magggas (based on antiwall)
http://www.chronocrash.com/forum/index.php?topic=1770.msg29414#msg29414
It sends damaged enemy in a follow anim (45 for me)

In addition I would like to make it possible not only with walls, but also with obstacles.
Since my falling anims have an attackbox for indirect damage, I tried to create a follow link (to 45) on hit.
Basically:
A falling enemy will damage enemies and obstacles.
If there is a contact, he will go to follow45 to simulate a bounce.

Sadly, it provokes bugs

Perhaps it can be done by another way?

follow when 2 enemies contact is not needed, I'm focusing on contact of falling enemy with obstacle. (my obstacles have plateform coding on them)




EDIT2-----------------------------------------------------------------

Problem fixed
 
I'll quote myself (not sure if it will be useful to anyone)

nedflandeurse said:
Basically:
A falling enemy will damage enemies and obstacles.
If there is a contact, he will go to follow45 to simulate a bounce.

Sadly, it provokes bugs

The actual bug was having enemies with life 0 blocked in a non-dead state.
since follow45 is a kind of fall anim with no equivalent as a dead version, it causes this problem.

I finally used this value 
Code:
followcond 1

I tweaked several things everywhere (like a noob) I undo most of them, and it finally seems to work. Sorry I can't remember the details.
I think I pointed out a very uncommon problem (not a real proplem in fact), certainly due to my state these last weeks.


But to reply to my first question : No there is no other values in this command.
 
Thanks to both of you for sharing.

I hesitate create a new topic for my next comming system.
I'll try to implement "Irish Whip move" (basically, sending someone to the ropes)
irish-whip-250x300.jpg


Which one of these scripts is the best base to create such a move?
Not started to code anything about it for the moment.
 
Ned, this is the code I did, I think its basically the same thing (I've adpted from BB's code). Plus, if you use walls as platforms, you will need to borrow some part of that new antiwall I liked posts ago:

Code:
void antiwallCollide(int Dist, void Ani)
{// Checks if there is wall at defined distance (Dist)
// If there is wall, change animation to Ani
   void self = getlocalvar("self");
   int Direction = getentityproperty(self, "direction");
   int x = getentityproperty(self, "x");
   int y = getentityproperty(self, "a");
   int z = getentityproperty(self, "z");
   float H;

   if (Direction == 0){ //Is entity facing left?                  
      Dist = -Dist; //Reverse Dist to match facing
   }

   H = checkwall(x+Dist,z);
   if(H > y)
   {
      changeentityproperty(self, "animation", openborconstant(Ani));
   }
}
 
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