Pick up enemy and throw them

Hi All,

Is there any reference scripts to detail how to pick up an enemy and throw them like a barrel/item ?

I know the Legacy Manual indicates a "subtype project" that can be used, but it seems this only applies to items only?

Thank you
 
You will need to use a scripted slam code for that. Sure, you can use custom pain/fall animations for every enemy, but this is a way more tedious process and doesn't give you the fine control you need.

It could be a bit complicate to set up it first but once you are done, you can do pretty much everything
The basic codes are on Crime Buster game
 
When you say pick up enemy, I assume you mean pick up fallen enemy right?
It reminds me to Violent Storm, in which Boris could do that and do more grabattacks to the picked up enemy. But D.D. Crew also has similar mechanic but player immediately throw picked up enemy after that.
Which one do you have in mind?
 
Thank you @Illusionista!
When you say pick up enemy, I assume you mean pick up fallen enemy right?
It reminds me to Violent Storm, in which Boris could do that and do more grabattacks to the picked up enemy. But D.D. Crew also has similar mechanic but player immediately throw picked up enemy after that.
Which one do you have in mind?
Pick up a fallen enemy after knockdown and also after they are dead (with nodieblink set to 1).

Want to be able to toss them like a barrel to hurt other enemies.
 
In Punisher you can do it as well. etc

Ah yes, thanks for reminding. I remember tossing fallen Midori toward other enemies.
I think there are more beatm ups with this feature but couldn't remember.
World's End series have this feature but it's turn based tactics game.

Pick up a fallen enemy after knockdown and also after they are dead (with nodieblink set to 1).

Ow, I thought you're referring to picking up fallen yet not dead enemy.
Anyways, picking up dead enemies with nodieblink 1 is risky cause they are about to be removed.
Even if they were using nodieblink 3, I prefer for enemies to drop corpse version of them on death while they be invisible before being removed.
 
Ah yes, thanks for reminding. I remember tossing fallen Midori toward other enemies.
I think there are more beatm ups with this feature but couldn't remember.
World's End series have this feature but it's turn based tactics game.



Ow, I thought you're referring to picking up fallen yet not dead enemy.
Anyways, picking up dead enemies with nodieblink 1 is risky cause they are about to be removed.
Even if they were using nodieblink 3, I prefer for enemies to drop corpse version of them on death while they be invisible before being removed.

I can settle for non-dead pickup and toss. Will aim to get that working first.

I'll look into dead body tossing as secondary.

I thought (based on manual) that nodieblink only took 0 / 1 as input? Maybe I misread...
 
I thought (based on manual) that nodieblink only took 0 / 1 as input? Maybe I misread...
Didn't you read its values carefully? This ain't binary, man.

nodieblink {int}

  • Sets how entity's death animation is played.
    • 0 = entity starts blinking as soon as entity die in respective FALL animation.
    • 1 = entity won't blink until after the last frame of entity's FALL or DEATH animation when killed.
    • 2 = entity won't blink at all during death, and entity will disappear after the last frame of their death animation.
    • 3 = entity will play it's death animation without blinking, and will not disappear until scrolled offscreen. The enemy won't count towards 'group's after dying, even though they don't disappear. This setting ONLY works for enemies.
Not every command is binary like that. Some are. Some aren't. It's like thinking that entity's health is only binary, which is not true.

2, as in the manual says, results the entity not blinking during death, but it's removed in the last frame of its anim death. 3 does result the dying enemy not blinking at all until it's removed off screen.
 
Didn't you read its values carefully? This ain't binary, man.


Not every command is binary like that. Some are. Some aren't. It's like thinking that entity's health is only binary, which is not true.

2, as in the manual says, results the entity not blinking during death, but it's removed in the last frame of its anim death. 3 does result the dying enemy not blinking at all until it's removed off screen.
All good, I recalled it wrong. I have it set to nodieblink 3.
 
Back
Top Bottom