Solved Minor Help

Question that is answered or resolved.
For some reason my player can't connect any attack after the first attack connects. The animations play but there is no move contact or damage. I have the attack boxes set as well as damage and pause times and I added atchain 1 2 4 3 in the header so I can't think of what could be causing this also the first attack seems to rarely to connect as well so any info on the issue would be appreciated.
 
Okay then, what about this:

@script
  if (frame==0){
    void self = getlocalvar("self");
    void mana = getentityproperty(self,"mp");

    if (mana<40){
        performattack(self, openborconstant("ANI_FOLLOW2"));
    }
  }
  if (frame==1){ // 2nd frame
    void self = getlocalvar("self");
    void mana = getentityproperty(self,"mp");

    changeentityproperty(self, "mp", mana-10);// spend 10 MP
  }
@end_script

Remove energycost to avoid conflict BTW
 
Thanks for the help BB I went ahead and just made the attacks separate but I have other attacks I can use that script for now.

I remember seeing something in the manual that said something about not being able to shoot a second projectile until the first has either hit a target or left the screen. I think I may be confusing that for a function in mugen though I can't remember if this sounds familiar could you please point me in the right direction?
 
I don't think there's anything like that. Even with old commands i.e shootframe, tossframe and throwframe, it is possible to shoot projectile before the former projectile is removed
 
I'm looking for a way to shoot a bomb like a projectile. I want it to travel straight forward like a "knife" projectile instead of arcing like bombs are intended in bor but I want to still have the effects of a bomb when it hits the enemy  is this possible?
 
Yes, it's possible. Simply set followup system in knife's IDLE animation and in FOLLOW animation, either:
1. spawn the aftereffect while knife plays blank frames

OR

2. stop the knife and play the aftereffect animation
 
for some reason its only playing the sound of the followanim but not displaying the actual animation

here's the idle animation for the knife
Code:
anim	idle
	followanim	1
	followcond	1
	bbox	10 5 30 15
	attack	5 5 35 25 5 0 0 0 3 0
	loop	1
	delay	13
	offset	23 60
	hitfx	data/sounds/0knifehit.wav
	frame	data/chars/Hawkeye/f1.gif

and here's the followanim
Code:
anim	follow1
	burn	20 25 60 40 15 10 0 1 0 50
	dropv	3 3 0
	loop	0
	delay	7
	offset	48 86
	sound	data/sounds/explode.wav
	frame	data/chars/Gambit/e1.gif
	frame	data/chars/Gambit/e2.gif
	frame	data/chars/Gambit/e3.gif
	frame	data/chars/Gambit/e4.gif
	frame	data/chars/Gambit/e5.gif
 
Well, just define it like this:

forcemap 1 1

and the attack will forcefully changes opponent's map to 1st map. This is only to be used if all entities (enemies and players at least) have same order of maps
 
is it possible to make normal attacks i.e. "attack1" cost mp and be only available if the player has enough mp? I tried using energycost for attack 4-6 because they are range based and use a projectile to prevent them from feeling cheap but the game doesn't acknowledge it just wondering if the engine is coded not to allow this naturally since I didn't see anything saying so in the manual
 
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