(FIXED) Indirect damage

NED

Well-known member
Hi,
I try to add indirect damage feature (like in most of the mods)
How it works exactly?
I added an attackbox to fall anims and die fall anims but it seems to have no effect... Is there something wrong?

Thanks

exemple:
Code:
anim	death

nodieblink    3#reste
	jumpframe	0 3 -1
	quakeframe	1 1 -11
	loop	0
	landframe	2
#	forcedirection	1
	delay	15
	offset	96 177
	bbox	46 61 91 104
	attack	46 61 91 104 5 1
	sound	data/chars/mex/mex_out.wav
	frame	data/chars/mex/fall1.gif
	bbox	38 84 124 73
	attack	38 84 124 73 5 1
	delay	300
	frame	data/chars/mex/fall2.gif
	delay	40
	bbox	36 132 139 54
	attack	0 0 0 0
	frame	data/chars/mex/fall4.gif
 
attackbox in FALL animation is only active if the entity with this FALL animation is hit by blast attack or by knockdown attack with damageonlanding set properly.
 
Ok.
I understand.

EDIT-------
Actually not really...
Spawning something seems complicated.
Perhaps it will use to much memory too...
 
Bloodbane said:
attackbox in FALL animation is only active if the entity with this FALL animation is hit by blast attack or by knockdown attack with damageonlanding set properly.

Do you have some exemples, seems complicated...

damageonlanding give extra damage to the only hit enemy, right?

I can't understand...
 
You should read manual about damageonlanding. This feature is used in pseudo throws to give damage on landing (as the name implies) to knocked down opponents.

The 1st parameter defines the damage while the 2nd parameter activates attackbox in opponent's FALL animation.

You define this feature like this:

attack ...
damageonlanding 0 1

HTH
 
Ok I re-checked it.
so, fist part is for damage value on enemy
2nd part is the type (1) will make the attack boxes of fall anim working.

This should work.
I'll try it

Thanks.

BTW: Does it works with die anims?

EDIT : -----------------------------------------------------
I must be dumb, or I don't get it because of language barrier...
This definitly don't work...

As a test I given attack boxes to all fall anims of enemy + a sound for indirect:

Code:
anim fall
      hitfx   data/sounds/indirect.wav
	quakeframe	1 1 -11
	loop	0
	landframe	2
	forcedirection	1
	delay	15
	offset	96 177
	bbox	46 61 91 104
	attack	46 61 91 104 5 1 1 1
	sound	data/chars/mex/mex_dam1.wav
	frame	data/chars/mex/fall1.gif
	bbox	38 84 124 73
	attack	38 84 124 73 5 1 1 1
	delay	300
	frame	data/chars/mex/fall2.gif
	delay	40
	bbox	36 132 139 54
	attack	36 132 139 54 5 1 1 1
	frame	data/chars/mex/fall4.gif

I added the damageonfall to a knockdown anim of my player:
Code:
#anim	follow2# hard attack 2 (power upper kick)
anim	freespecial11
	loop	0
#	fastattack	1
	forcedirection	-1
	jugglecost	1
	offset	96 177
	bbox	78 75 51 103
	delay	5####3#5#6
	frame	data/chars/rachel/har05.gif
	delay	7#9#10
	frame	data/chars/rachel/hard01.gif
	sound	data/sounds/a2.wav
	delay	6#7
	frame	data/chars/rachel/hard02.gif
	sound	data/chars/rachel/kiai5.wav
	frame	data/chars/rachel/hard03.gif

	delay	3#2
	frame	data/chars/rachel/hard03b.gif

	delay	10#8###10#9#10
	hitfx	data/sounds/beat2.wav
	attack	107 57 67 96 28 1 0 0 12 0
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	dropv	5 0.9#1 0.8
	frame	data/chars/rachel/hard04.gif
	attack	0 0 0 0 0 0
	delay	15#16#12#11#12
	frame	data/chars/rachel/hard05.gif
	delay	10
	frame	data/chars/rachel/hard06.gif
	delay	7
	frame	data/chars/rachel/hard07.gif
	delay	10#9#10
	frame	data/chars/rachel/sprb05.gif

There is no use. It won't work.
 
I edited the Z width of attack box to hit easier and it finally works. :P

Also, for backgrab, I used something Magggas used in WHFJE.
Putting attack box on attacker backgrab anim, using the appropriate indirect.wav effect.

I can progress to my next problem... ::)
 
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