Ok, i make it next way:
1st create a trigger enemy entity that will hit us with shock attack to force us play spain, that will be animation we want, the code is:
name sftrigger
health 10
type enemy
nomove 1
shadow 0
icon data/chars/misc/sftrigger/sftrigger.gif
lifespan 10
anim idle
loop 0
delay 1000
offset 2 70
frame data/chars/misc/sftrigger/sftrigger.gif
anim spawn
loop 0
delay 100
offset 2 70
hitfx data/chars/misc/sftrigger/sftrigger.wav
shock -480 0 960 140 0 0 1 1 0 200
and spawn it like this:
group 1 1
at 1000
Wait
at 1000
spawn sftrigger
alias _
coords 480 470
at 1000
and the player have next
anim spain
loop 0
offset 280 297
delay 10
frame data/chars/axel/q/1017.gif
delay 1000
frame data/chars/axel/q/1044.gif
anim shock
loop 0
delay 10
offset 280 297
frame data/chars/axel/q/1017.gif
anim rises
loop 0
offset 280 297
delay 600
frame data/chars/axel/q/1044.gif
So as you see, i spawn trigger at the
middle of the walkable area, it have attackbox seting the way it fill
all screen walkable area and have
wide z parameter, so it will hit both players wherever they will be.
Icon of trigger entity
is empty, and alias
name is _ so when it hit a player nothing will be on screen (except a little lifebar piece that is the one thing i havent solve yet, and dont know how, because damage is 0), it plays no sound because
hitfx leads to file that does not exist, and
no flash set to
1 (in attack box). What about player: he plays
spain anim for 10 seconds, or if he was hit in mid air he will play
shock anim until landing, and after landing play
rises (which can be same as spain). Of course it can be solved with Pain#, Rise#, Fall#. Thats all.