Jump system (get on the ring)

NED

Well-known member
In my mod, my template character uses these jump anims:
vertical jump
forward jump
run jump

runjump is used as a kind of small jump move to cancel with moves like dropkick etc. So it don't have a big jump height value.

The problem is, with this particular jump, I cant jump on the ring because of the low jump value. I tried to increase this value a bit, but run jump seems very "uncomfortable" this way.
Is there a trick or some cheat to make it possible?

Thanks
 
mmm you've put yourself in an hell of a job for being your first mod!  :D

anyway, why don't you try to use a freespecial? something like down, up + jump button that activate some sort of high jump?
 
I mentioned this when talking about ladders and platforms once, but it's easier than you think to script your way past this and is probably a better idea for your type of game anyway. Use the onblock events to initiate a "Get into the ring" animation.

When the player or AI presses against the wall, platform or whatever encompasses your ring, they'll be instantly put into an animation that has them climb, jump etc. to get in.

DC
 
Pierwolf said:
mmm you've put yourself in an hell of a job for being your first mod!  :D

anyway, why don't you try to use a freespecial? something like down, up + jump button that activate some sort of high jump?

A hell of job, perhaps :) I like to experiment more and more features in an engine.

Seems interesting!
Good. I'll use it if I don't find a better option

Damon Caskey said:
I mentioned this when talking about ladders and platforms once, but it's easier than you think to script your way past this and is probably a better idea for your type of game anyway. Use the onblock events to initiate a "Get into the ring" animation.

When the player or AI presses against the wall, platform or whatever encompasses your ring, they'll be instantly put into an animation that has them climb, jump etc. to get in.

DC

Actually this feature would be perfect.
I already customised "walkoff" anim to something more "realistic"
(note that the ropes are not yet displayed)
walkoff00000.jpg


Such a feature can work to get in the ring?
For info, To prevent walking on sides crowd, I will use wall too but without possibility to climb on them.

Can you explain technically how can I use this get in the ring animation? I don't want it to be used if I walk and press against crowd. I have to work only with ring and other "walkable" obstacles.
 
nedflandeurse said:
Can you explain technically how can I use this get in the ring animation? I don't want it to be used if I walk and press against crowd. I have to work only with ring and other "walkable" obstacles.

I'm at work and getting ready to head into class so I can't explain it in depth, but basically you would add checks to verify what you are walking against. FYI, when I say "walking against" I'm being very technical - just like the Walkoff animation the animation switch for climbing in will occur in a literal centisecond; far quicker than the human eye. There is no visual delay where the entity "treadmills" against the ring/wall/whatever unless you purposely insert one.

What checks you would use kind of depend on the layout of your module; there is built provision for wall vs. screen boundary vs. obstacle and so on. You can add your own based on facing and (for players) keypress to further narrow down when the animation switch should be triggered.

As for the actual animation, well, use your imagination. Some characters might climb, others do a jump, others flip in and so on. The script doesn't have anything to do with that; all it does is change the animation. It's the animation's job to get the entity into the ring.

 
Ok!
This seem perfect.
I'll create animations for this move!

When you're at home, please explain how can I use this check feature.
This is the only thing I'm not very familliar for this get in the ring anim

The best thing would be to differentiate wall and platforms by this check option....
 
I'll try to go in depth more later. Right off the bat, one thing I would do is make the "crowd" walls very high, well outside of the screen. This way we can check the height of the wall. If it is low, then we know it's something that can be climbed on and can trigger our climbing animation. If not, it must be a non walkable area and we ignore it.

I almost forgot, we'll need to verify walking/running as opposed to another animation. Otherwise, you could be in the middle of an attack move that happens to move you against the ring and your wrestler suddenly goes straight into climbing.

DC
 
nedflandeurse said:
The problem is, with this particular jump, I cant jump on the ring because of the low jump value. I tried to increase this value a bit, but run jump seems very "uncomfortable" this way.
Is there a trick or some cheat to make it possible?

Thanks

this trick made my run jump a bit higher you could give it a try !

anim runjump
loop    0
delay  1
offset  48 151
bbox    34 60 40 85
@cmd stop
jumpframe 1 4.5 3 0

frame data/chars/1asuka/jump02.png
delay  13
frame data/chars/1asuka/jump03.png
frame data/chars/1asuka/jump04.png
frame data/chars/1asuka/jump05.png
delay  18
frame data/chars/1asuka/jump06.png
frame data/chars/1asuka/jump07.png
 
Good!
Interesting to know this trick! Since it can be used in every single anim!

But I think I have to use the "climb on the ring" anim thing.
I'll wait for DC's help.
 
May be a little while. I'm currently in the hospital while a family member has surgery and have been since yesterday afternoon. Not life threatening, but still pretty serious. I'll be mostly online, but not in the best position to write up an in depth explanation on stuff.

DC
 
Damon Caskey said:
I'll try to go in depth more later. Right off the bat, one thing I would do is make the "crowd" walls very high, well outside of the screen. This way we can check the height of the wall. If it is low, then we know it's something that can be climbed on and can trigger our climbing animation. If not, it must be a non walkable area and we ignore it.

I almost forgot, we'll need to verify walking/running as opposed to another animation. Otherwise, you could be in the middle of an attack move that happens to move you against the ring and your wrestler suddenly goes straight into climbing.

DC

Can you be specific on how to use it?
Thanks
 
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