FIXED - multi OTG types in one move

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:
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"...
 
I don't understand what is actually you are making here.

However, I just remind you that otg is attackbox supplement so if you have multiple attackboxes in one animation, you can set different otg setting per attackbox.
 
Ok,
But using the code I put on top, the 2nd attack box don't hit lie down opponents.
I think something is wrong in my anim code...
 
Problem fixed.
I used your body drop move as a reference.
But I put all in one anim.
2 otg types on the right place, and it's OK.

Thanks.
 
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