Grabbing from long distance

mtrain

New member
I want to make an enemy that will trow a knot on a players neck from long distance and pull him. Is it possible?

I have tried make an attack for enemy that will lead to follow which turn enemy to grab stance with @anichange grab and lead player to pain anim with @anichange grabbed, and after this use the slamstart, but without result, enemy just hit and nothing happen. I think that was not good idea  :-\
 
How about a follow chain?

1. Enemy uses attack, anim headers are followcond 1 and followanim #, the attackbox also has a #.
2. Player reacts with matching pain#, the animation delay matches the delay in the enemy's follow#.
3. Enemy continues with the attack?
 
Yeah i have think about it. The knot on the players neck was a tricky thing, but i think i have an idea to add that knot to the players pain anim already ;) i`ll try it later)
 
Before we continue the discussion, I need to ask, is the knot a thrown entity (seperate entity) or part of enemy's sprite?

It's tough thing IMO if the knot is not part of thrower IOW knot is seperate entity cause slamstart is based on opponent that was hit recently and whoever the opponent would be, it must be transferred to thrower before performing any followups.
 
Ah, that should be simpler then.
You should use followup system i.e the slam scripts (used to pull player toward the enemy) are declared in FOLLOW animation.
I believe you know how to set the scripts for this right? :)

As for forcing player into GRABBED animation, there's no scripted way for this and even if there were any, I don't recommend it since enemy's grab is usually simple and you can just set what enemy will do after capturing player with knot in this FOLLOW animation.
 
There is this command to force entity to grab state, thou it's not necessary for this move.

Code:
grabin {type} {distance}

~If this command is declared, next nonknockdown attackbox makes entity grab opponent in same manor as normal grab.
0 = no effect (used to turn off grabin)
1 = Opponent is pulled in while this entity doesn't move
2 = Both entity and opponent are pulled each other splitting the distance
~{distance} controls how far entity and opponent would be when grabbing starts.
~Use this command with non knockdown attackbox of course

I made scorpion MK1 style in openbor once and made his Spear / 'get over here' move.  It worked fine with and did it with follows just like NickyP and Bloodbane have said.  I didn't use the slam scripts thou, that will make it even better I imagine.  I just used velocity script.

Also you can make it so there is more than one attack type and follow anim.  So in the case of the scorpion move, there was different reactions depending on the distance spear had traveled before hitting.  ( I also had to work in a projectile thou for when the move completely misses and the spear keeps going.)
 
There is this command to force entity to grab state

I have tried it but with no result. Anyway, i solve this question with:

1 additional attack for enemy (attack9), that will force player to pain anim (pain9)
2 additional follows for enemy: 1st is a "null" follow that plays after attack and trigger a 2nd follow that have attack9. 1st follow need for that case if the player was hit in the air and falls, to prevent enemy instantly perform follow2 (there is no need to continue attacking if the player falling)
1 additional pain animation for player (pain9) that contain players special pain sprite with knot on his neck.
But all this need to have measurements with ranges!

So with all that, enemy attacks player from range (in my case range 500 550, rangez -10 10) with attack9 (0 damage and 10px z wide), and put him in pain9 stance, and instantly perform follow1, to make additional attack9 (0 damage and 10px z wide), if it is not success (player was hitting in air and falling) chain stops, if it is success enemy perform follow2 and attack player with simple attack1 with forcedirection 1 and dropv to make a pull effect to long distance.
It is simple, but with measurements it looks good enough ;)

Thank you guys!
 
BeasTie said:
There is this command to force entity to grab state, thou it's not necessary for this move.

Code:
grabin {type} {distance}

~If this command is declared, next nonknockdown attackbox makes entity grab opponent in same manor as normal grab.
0 = no effect (used to turn off grabin)
1 = Opponent is pulled in while this entity doesn't move
2 = Both entity and opponent are pulled each other splitting the distance
~{distance} controls how far entity and opponent would be when grabbing starts.
~Use this command with non knockdown attackbox of course

I made scorpion MK1 style in openbor once and made his Spear / 'get over here' move.  It worked fine with and did it with follows just like NickyP and Bloodbane have said.  I didn't use the slam scripts thou, that will make it even better I imagine.  I just used velocity script.

Also you can make it so there is more than one attack type and follow anim.  So in the case of the scorpion move, there was different reactions depending on the distance spear had traveled before hitting.  ( I also had to work in a projectile thou for when the move completely misses and the spear keeps going.)


What is the best way to recreate the scorpion attack (Spear)?

I try everything, but still fail when hit opponent and the follow animation dont show exactly to the distance.

This be very usefull to create grab for long distance, like a charcter as a character with a whip, etc.
 
I see the Scorpion move in the game of Maggas  "Mortal kombat outworld assassins".

It's this:
anim freespecial4
      loop 0
      delay 5
offset 43 161
      hitfx  data/sounds/be2.wav
      frame data/chars/scorpion/ffs111.gif
      frame data/chars/scorpion/ffs22.gif
      sound  data/sounds/spic.wav
      attack4  70 45 50 35 10 1 0
      frame data/chars/scorpion/ffs3.gif
      attack4  0 0 0 0 0 0
      frame data/chars/scorpion/ffs4.gif
      attack2  135 45 65 35 15 0 0 0 1
      frame data/chars/scorpion/ffs5.gif
      attack2  0 0 0 0 0 0
      frame data/chars/scorpion/ffs6.gif
      sound  data/sounds/comeh.wav
      attack3  205 45 50 35 15 0 0 0 1
      frame data/chars/scorpion/ffs8.gif
      frame data/chars/scorpion/ffs8.gif
      frame data/chars/scorpion/ffs8.gif
      attack3  0 0 0 0 0 0
      frame data/chars/scorpion/ffs9.gif
      frame data/chars/scorpion/ffs10.gif
      frame data/chars/scorpion/ffs11.gif
      frame data/chars/scorpion/ffs12.gif

Here no scripts, only differents  attack# an pain#.
Scorpion dont Throw the spear in this game, only shot to a certain range and next play the animation back to the beginning.
Always does the same, whether or not hit an opponent.

I wanna find a way to make more real, when the spear misses the attack simply continues out of the screen.
If the attack connect the opponent this is pulled to the attacker, while the animation shows where the attacker shrinks his gun (spaear, whip, etc.)

Thats the the way, i hope someone shows a scirpt way to start a new beginning.

Thanks.

 
Thanks, i know that.
Until now i dont see a mod with a real effect.
I suppose a new script is the solution, combine with  follows. Maybe Bloodbane knows about that.
 
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