How to grab enemy from back script?

Wait, grabflip don't do anything about actual grab system (?)
fliping from normal grab to this grabflip isn't even detected by the engine.
This is still regular grab IMO
(Again this is only by tweakings experience, I have no hardcoding knowledge)

I think there is no way to differentiate these 2 "states" since they're using the same anim. ???

I may be wrong.
 
It worked for me. I put grabflip 1 in the playable character's text. I waited for an enemy to do a move and walked behind and grabbed the enemy from the back. I have a script that changes grabattack into another animation when grabbed from the back already. You want me to share it?
 
Hm... Interesting.
If you have some particular code for this function I'm still interested on checking how it works.
Thanks

Anyway, it is Bloodbane backstabbing code?
 
Okay, so I figured it out. I had to use turn delay, turn animation, and backwalk animation. I put turn delay at 100. For turn animation, I used idle frames and put the delay at 50. For backwalk animtion, I just copied walk animation.

Here is the script to change grab slams based on grabbing enemy from behind. Just put this in your animation script file.

Code:
void backAni(void Ani)
{
	void self=getlocalvar("self");
	void tar=getentityproperty(self,"grabbing");
	if(!tar){tar=getentityproperty(self,"opponent");}
	else{}
	if (tar)
{
		if (getentityproperty(self,"direction")==getentityproperty(tar,"direction"))
{
			  changeentityproperty(self, "animation", openborconstant(Ani)); //Change the animation
		}
	}
}

Here is how to apply it.
Code:
anim	grabattack
	hitfx	data/sounds/punchhit2.wav
	loop	0
	offset	100 149
	bbox	91 78 19 73
	delay	9
	attack6	99 92 17 18 7 0 0 0 0 0
	 @cmd backAni "ANI_grabup2" 
	frame	data/chars/norton/grabatt1.gif

[quote author=nedflandeurse] Anyway, it is Bloodbane backstabbing code?[/quote]

No, I got it from a Streets of Rage mod a long time ago.
 
Ah, I just knew there's this new function. Thanks for sharing :D

grabflip don't do anything about actual grab system (?)
fliping from normal grab to this grabflip isn't even detected by the engine.
This is still regular grab IMO
(Again this is only by tweakings experience, I have no hardcoding knowledge)

Yes, that's true. The only thing different is grabbed opponent's facing direction. All grab abilities such as grabup, grabdown and grabforward are still performable
 
grabflip {value}

~This command sets how grabber faces grabbed target
1 = Grabber will flip to face target

This explanation makes no sense. Because if the grabber (the one who does the grab) is behind the target, its not the grabber who doesn't needs to turn, but the TARGET. Or he/she/it will be forced to face the grabber.
 
@Illu, don't blame me, that's the DCEmu manual's fault, probably it's from an old definition. You may need to revise that.
 
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