Help with specific grabs

All i want is;

The hero has different throw/grab animations per monster.

Example;

If I grab monster 1,i can rip his head
If i grab monster 2, i can break his neck.

I don't want certain grabs in certain monsters.


Of course that will involve the hero grab animation for each different monster.

Think in a god of war, that he grabs enemies and each one he do different things...

Any help please? 
 
You will need to use script for that, so you can check the target name and change you animation. Search for "cancelgrab" here on the forum, BB had posted eons ago.

My Avengers game has it. If you play with Wolverine, you can use grabbackward in all enemies of the stage one, if you try to use it on Hydra Golem, Wolverine will climb on him instead.
 
This reminds me of Asterix arcade where Asterix and Obelix have different slam/throw for certain enemies
Anyways, here's the script:
Code:
anim grabattack
@script
  if(frame==0){
    void self = getlocalvar("self");
    void target = getentityproperty(self, "opponent");
    char TName = getentityproperty(target,"name");

    if(target){
      char TName = getentityproperty(target,"name");

      if(TName == "Clown"){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
      }
    }
  }
@end_script
...

When GRABATTACK is performed, grabbed opponent's alias will be checked. If it's Clown, change animation to FOLLOW2. Otherwise play GRABATTACK like normal
You can change the name and animation to suit your need :) . And expand the script for more alternatives

Couple notes:
1. Since this checks for enemy's alias, you can use this script for different enemies with same alias
However if you want the script to apply to certain enemy, you need to change a line into this line:
Code:
char TName = getentityproperty(target,"defaultname");
With this, alias is ignored as OpenBoR will check enemy's default name
2. The checked name or alias is case sensitive so if enemy's name/alias is clown, the script will ignore him/her/it
3. This script can be applied in other animations such as ATTACK animations to change combo chain or follow up animation to change followup based on current enemy
 
DintheAbary said:
interesting, in theory this could be used for the SoR styled team attacks too, more specifically certain animations for certain partners.

indeed. But it would be better to isolate this as function and not paste it in every playable character.
 
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