NED
Well-known member
I'm coding a body drop move.
-body drop flying part (hits stand and air opponents)
-hitground of body drop (hits liedown opponents only)
is it possible to have this effect in one anim?
Or do I have to use one anim for flying part and one for hitground?
this is what I have so far:
If 2 different OTG for one anim isn't possible, I'll need a way to cancel an anim to another one without using "hit" or "command imput"...
-body drop flying part (hits stand and air opponents)
-hitground of body drop (hits liedown opponents only)
is it possible to have this effect in one anim?
Or do I have to use one anim for flying part and one for hitground?
this is what I have so far:
Code:
#anim jumpattack down H
anim freespecial22# down + H (body drop)
forcedirection -1
jugglecost 1
offset 96 177
bbox 62 130 82 47
# otg 1
landframe 5
jumpframe 0 1 1.5
delay 8
sound data/chars/rachel/kiai5.wav
hitfx data/sounds/beat2.wav
@cmd degravity -0.27
frame data/chars/rachel/bodydr1.gif
delay 8
sound data/sounds/a2.wav
frame data/chars/rachel/bodydr2.gif
@cmd degravity -0.7
frame data/chars/rachel/bodydr3.gif
# dropv 1.5 2
delay 100
@cmd degravity -1
attack 67 160 62 17 16 1 0 0 22 0
otg 0#(hit stand only)
frame data/chars/rachel/bodydr3.gif
delay 2
move 3
attack 0 0 0 0 0 0
@cmd degravity -0.27
attack 67 160 62 17 16 1 0 0 22 0
otg 2#(hit liedown only)
delay 18
frame data/chars/rachel/bodydr4.gif
attack 0 0 0 0 0 0
delay 10
@cmd degravity -0.27
move 3
frame data/chars/rachel/bodydr5.gif
delay 8
frame data/chars/rachel/bodydr4.gif
delay 7
frame data/chars/rachel/frank10.gif
delay 7
frame data/chars/rachel/frank11.gif
delay 7
frame data/chars/rachel/j01.gif
If 2 different OTG for one anim isn't possible, I'll need a way to cancel an anim to another one without using "hit" or "command imput"...