how to make falling enemies hit other enemies while falling

esn23

Active member
Okay so this is what i did armor has super strengh in armor mode so i made her hit enemies very hard and have them flying.. As an added bonus I wanted the falling enemies to hit other enemies in their path both in certain dropv attacks and in supers and her throw.  I asked for some advice and i coded it like this..

Example I used attack9 and pain9 for the custom fall that hits enemies i put an attackbox around fall9 with some projectilehit code that tells it to only hit enemies.  What happens though is just like a normal fall the enemies fall to the ground and do not hit enemies.. Here is the example

anim attack4
delay 5
offset 66 114
bbox 67 61 21 57
hitflash flash4
hitfx data/chars/Armor/hit.wav
sound data/chars/Armor/a3.wav
frame data/chars/Armor/Armor2/a4-1.png
@cmd dasher 2 0 0 1
attack9 72 62 26 56 19 1 0 0 0 0
dropv 2 4 0
delay 7
frame data/chars/Armor/Armor2/a4-2.png
frame data/chars/Armor/Armor2/a4-3.png
frame data/chars/Armor/Armor2/a4-4.png
@cmd dasher 0 0 0 0
attack9 0 0 0 0 0 0 0 0 0 0
delay 5
frame data/chars/Armor/Armor2/a4-1.png

and of the enemies
anim fall9
delay 10
landframe 2
offset 75 153
projectilehit enemy
        attack 69 90 26 61 2 0
        frame data/chars/MalePur1/fall1.png
delay 600
attack 69 90 26 61 2 0
        attack 0 0 0 0 0 0
        attack 70 83 30 64 3 1
        frame data/chars/MalePur1/fall2.png
attack 0 0 0 0 0 0
        delay 10
frame data/chars/MalePur1/fall3.png
 
Just in case someone else needs it, the solution is using damageonlanding after dropv.

Code:
damageonlanding {value} {type}

~If this command is declared, opponents hit by knockdown attackboxes will get {value} extra damage when they land. {type} determines whether attackbox in opponent's FALL is activated or not.
0 = attackboxes are not activated.
1 = attackboxes are activated.
2 = attackboxes are activated and opponents can perform land to safety.
~Use this command with knockdown attackbox of course.
 
you don't need this to archieve that effect. damageonlanding, as the name says, is how much damage the target will receive once it land on the ground after a fall.

What you need is projectilehit:

projectilehit {type1} {type2} ...

~Optional.
~Do not let the name confuse you, this is not for projectiles. This
setting specifies what types this entity will hit when thrown from a grab. *~Available types are enemy, player, npc, obstacle, shot and you can use as many as you need. If you don't want entity to hit anything, just set 'none' here.

~Be aware if you use this setting, you must provide all types you wish this entity to be able to hit when thrown. That is to say, an enemy with ‘projectilehit player’ will only hit players when thrown, not other enemies.

Actually, damageonlanding means another thing:
damageonlanding {value} {type}

~If this command is declared, opponents hit by knockdown attackboxes will get {value} extra damage when they land. {type} determines whether attackbox in opponent's FALL is activated or not.
0 = attackboxes are not activated.
1 = attackboxes are activated.
2 = attackboxes are activated and opponents can perform land to safety.
~Use this command with knockdown attackbox of course.
 
Actually you do need damageonlanding. Despite its name, you need that command to activate attackbox in FALL animation or simply put to turn the attackbox into blast
 
Bloodbane said:
I've just tried it and we still need damageonlanding set to activate attackbox in FALL animation

Then check the beta of my game, I don't using damageonlanding and the enemies hit each other when fall.
I think its two ways to do the same thing, and as DC said someday, some old names doesn't makes much sense, but they can't change it or it would break old mods.
 
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