Ranged attacks

I'm looking for a way to simply have one of two attack animations play depending on range of enemy. I tried to do this using range but it displays whichever attack is the chain attack starter regardless of range and I can't seem to find the actual script for this outside of the @cmd part of it. If anyone knows of a way to accomplish this please share or if you know what script I should use please share also
 
O Ilusionista said:
when you say "#define FALSE 0" isnt you giving a number value to the FALSE constant? Boolean can't be used in Constants?

By the way, the code works.

I thought you said string, which would of course be a completely different thing. Yes I did define an integer value. That's Boolean type doesn't exist in openbor script.

DC
 
alright I added the script to my script folder now I'm not sure how to call on it in the model text. I'm just starting to try to learn how to use and understand script so please bare with me.
 
Openbor keeps giving me this error when I try loading the script

Code:
Script error: data/scripts/rngescp.c, line 37: Unknown error 'switch' (in production 17)

		switch (method)
        ^



Script error: data/scripts/rngescp.c, line 38: Invalid function call or expression '{' (in production 49)

		{
        ^



Script error: data/scripts/rngescp.c, line 40: Unknown error 'default' (in production 46)

			default:			
            ^



Script error: data/scripts/rngescp.c, line 40: Unknown error ':' (in production 43)

			default:			
                   ^



Script error: data/scripts/rngescp.c, line 41: Unknown error 'case' (in production 40)

			case ANI_BY_CHANGE_PROP:
            ^



Script error: data/scripts/rngescp.c, line 41: Unknown error '0' (in production 37)

			case ANI_BY_CHANGE_PROP:
^



Script error: data/scripts/rngescp.c, line 41: Unknown error ':' (in production 34)

			case ANI_BY_CHANGE_PROP:
                                   ^



Script error: data/scripts/rngescp.c, line 43: Unknown error 'changeentityproperty' (in production 32)

				changeentityproperty(ent, "animation", animation);	
                ^



Script error: data/scripts/rngescp.c, line 43: Unknown error '(' (in production 29)

				changeentityproperty(ent, "animation", animation);	
                                    ^



Script error: data/scripts/rngescp.c, line 43: Unknown error ',' (in production 13)

				changeentityproperty(ent, "animation", animation);	
                                        ^



Script error: data/scripts/rngescp.c, line 43: Unknown error ',' (in production 20)

				changeentityproperty(ent, "animation", animation);	
                                                     ^



Script error: data/scripts/rngescp.c, line 43: Unknown error ';' (in production 13)

				changeentityproperty(ent, "animation", animation);	
                                                                 ^
 
alright at this point I've pretty much given up on getting this to work through script everything I try either gives me the previously shown script error in the log or can't compile script error. If anyone knows of a non script method to accomplish this please share
 
Sorry, but you aren't getting around this without script.

I know the script itself works, so there's an error in your text or the way you stored the script file somewhere. Post the text file where you called script (whole thing please).  Not much we can do to help otherwise.

DC
 
Thegr8test, as I told you by PM, here is how I did:

- I saved this as conditional.h on my scripts folder
- then I use #import data/scripts/conditional.h (or #include, I can't remember) on the script file I am using in animationscript (on my case, its grabscript.c) like this: animationscript data/scripts/grabscript.c

then just use the funciont as DC said. I tested it and works.
 
Ok here's the text file i'm getting the can't compile script error when I try to load openbor. I call the script in attack1
Code:
name Leonardo
type player
health  230
gfxshadow	1
speed   13
riseinv 1
grabdistance 40
throw  6 3
jumpheight 5.8
jumpspeed 34
jumpmove   3  3
atchain    1 2 3 4 5 0 6 4 5 0
running 30  5.5  1.3 1  1
combostyle 1
com D F A freespecial

#import data/scripts/conditional.c







palette    data/chars/leonardo/alt.png








anim	attack1
	@cmd	ani_set_on_range DEFAULT openborconstant("ANI_ATTACK6") DEFAULT
	delay	9
	range	0 60
	attack	149 67 71 35 7 0 1 0 7 9
	bbox	114 66 26 79
	offset	123 150
	frame	data/chars/leonardo/attack/01.png
		
anim	attack2
	delay	10
	range	0 50
	bbox	106 64 35 82
	offset	127 149
	frame	data/chars/leonardo/kick/2/00.png
	delay	12
	attack	132 99 49 45 7 0 1 0 8 0
	frame	data/chars/leonardo/kick/2/01.png
		
anim	attack3
	delay	9
	range	60 80
	bbox	102 63 34 79
	offset	126 148
	frame	data/chars/leonardo/kick/1/00.png
	attack	151 77 37 55 7 0 1 0 9 0
	delay	12
	frame	data/chars/leonardo/kick/1/01.png
	delay	9
	frame	data/chars/leonardo/get/00.png
		
anim	attack4
	delay	9
	range	60 80
	bbox	92 62 40 84
	offset	130 147
	frame	data/chars/leonardo/kick/4/00.png
	attack	130 53 51 75 8 0 1 0 9 0
	delay	10
	frame	data/chars/leonardo/kick/4/01.png
	delay	9
	frame	data/chars/leonardo/get/00.png
		
anim	attack5
	fastattack	1
	delay	8
	range	80 140
	bbox	92 69 42 76
	offset	106 148
	frame	data/chars/leonardo/attack/2/00.png
	delay	8
	frame	data/chars/leonardo/attack/2/01.png
	delay	12
	attack	153 68 68 81 12 2 1 1 10 9
	frame	data/chars/leonardo/attack/2/02.png
		
anim	attack6
	delay	12
	range	0 140
	attack	139 62 33 38 7 0 1 0 7 0
	bbox	116 64 26 78
	offset	125 149
	frame	data/chars/leonardo/attack/00.png
		
anim	fall
	delay	10
	offset	116 163
	frame	data/chars/leonardo/fall/00.png
	delay	10
	frame	data/chars/leonardo/fall/01.png
	delay	10
	offset	108 166
	frame	data/chars/leonardo/fall/02.png
	delay	15
	offset	116 153
	frame	data/chars/leonardo/fall/03.png
		
anim	freespecial
	loop	0
	delay	3
	bbox	111 58 21 89
	offset	123 148
	frame	data/chars/leonardo/special/2/00.png
	loop	0
	delay	3
	frame	data/chars/leonardo/special/2/01.png
	loop	0
	delay	3
	attack	39 55 171 34 15 1 1 0 6 15
	frame	data/chars/leonardo/special/2/02.png
	loop	0
	delay	3
	attack	0 0 0 0 0 0 0 0 0 0
	frame	data/chars/leonardo/special/2/03.png
	loop	0
	delay	3
	frame	data/chars/leonardo/special/2/04.png
	loop	0
	delay	3
	frame	data/chars/leonardo/special/2/05.png
	loop	0
	delay	3
	attack	44 54 159 40 13 1 1 0 6 15
	frame	data/chars/leonardo/special/2/06.png
	loop	0
	delay	3
	attack	0 0 0 0 0 0 0 0 0 0
	frame	data/chars/leonardo/special/2/07.png
	loop	0
	delay	3
	frame	data/chars/leonardo/special/2/00.png
	loop	0
	delay	3
	frame	data/chars/leonardo/special/2/01.png
	loop	0
	delay	3
	attack	42 58 156 37 13 1 1 0 6 15
	frame	data/chars/leonardo/special/2/02.png
	loop	0
	delay	3
	attack	0 0 0 0 0 0 0 0 0 0
	frame	data/chars/leonardo/special/2/03.png
	loop	0
	delay	3
	frame	data/chars/leonardo/special/2/04.png
	loop	0
	delay	3
	frame	data/chars/leonardo/special/2/05.png
	loop	0
	delay	3
	attack	42 57 156 38 13 1 1 0 6 15
	frame	data/chars/leonardo/special/2/06.png
	loop	0
	delay	3
	attack	0 0 0 0 0 0 0 0 0 0
	frame	data/chars/leonardo/special/2/07.png
	loop	0
	delay	9
	frame	data/chars/leonardo/get/00.png
		
anim	grab
	loop	0
	offset	121 149
	frame	data/chars/leonardo/slam/00.png
		
anim	idle
	delay	12
	bbox	101 72 35 73
	offset	119 149
	frame	data/chars/leonardo/idle/00.png
	delay	12
	frame	data/chars/leonardo/idle/01.png
	loop	1
	delay	12
	frame	data/chars/leonardo/idle/02.png
		
anim	jump
	delay	7
	bbox	105 80 33 63
	offset	123 149
	frame	data/chars/leonardo/jump/00.png
	delay	9
	frame	data/chars/leonardo/jump/01.png
	delay	15
	frame	data/chars/leonardo/jump/02.png
	delay	9
	frame	data/chars/leonardo/jump/03.png
		
anim	jumpattack
	delay	3
	offset	117 145
	frame	data/chars/leonardo/jump/02.png
	delay	7
	frame	data/chars/leonardo/jumpatk/3/00.png
	delay	7
	frame	data/chars/leonardo/jumpatk/3/01.png
	delay	9
	attack	148 49 78 99 0 0 1 0 0 0
	frame	data/chars/leonardo/jumpatk/3/02.png
	delay	7
	frame	data/chars/leonardo/jumpatk/3/03.png
	delay	14
	offset	121 151
	frame	data/chars/leonardo/jump/01.png
		
anim	jumpland
	delay	3
	offset	125 152
	frame	data/chars/leonardo/jump/00.png
		
anim	pain
	delay	12
	bbox	101 74 29 70
	offset	119 151
	frame	data/chars/leonardo/pain/00.png
	delay	20
	frame	data/chars/leonardo/pain/01.png
		
anim	rise
	delay	15
	offset	122 150
	frame	data/chars/leonardo/fall/03.png
	delay	20
	frame	data/chars/leonardo/get/01.png
	delay	25
	frame	data/chars/leonardo/get/00.png
		
anim	run
	delay	10
	bbox	56 83 28 77
	offset	76 162
	frame	data/chars/Leonardo/run/1.png
	delay	10
	frame	data/chars/Leonardo/run/2.png
	delay	10
	frame	data/chars/Leonardo/run/3.png
	delay	10
	frame	data/chars/Leonardo/run/4.png
	loop	1
	delay	10
	frame	data/chars/Leonardo/run/5.png
		
anim	runattack
	delay	9
	bbox	101 72 41 72
	offset	121 150
	frame	data/chars/leonardo/attack/1/00.png
	delay	7
	frame	data/chars/leonardo/attack/1/02.png
	delay	7
	move	25
	frame	data/chars/leonardo/attack/1/03.png
	attack	173 80 74 57 10 2 1 0 0 0
	delay	9
	move	0
	frame	data/chars/leonardo/attack/1/04.png
	delay	11
	frame	data/chars/leonardo/attack/1/00.png
		
anim	select
	delay	15
	offset	123 150
	frame	data/chars/leonardo/select/00.png
	delay	15
	frame	data/chars/leonardo/select//01.png
	delay	15
	frame	data/chars/leonardo/select/02.png
	delay	20
	frame	data/chars/leonardo/select/03.png
	delay	20
	frame	data/chars/leonardo/select/04.png
	delay	20
	frame	data/chars/leonardo/select/05.png
	delay	20
	frame	data/chars/leonardo/select/06.png
	delay	20
	frame	data/chars/leonardo/attack/1/00.png
		
anim	throw
	delay	7
	offset	122 150
	frame	data/chars/leonardo/slam/00.png
	delay	7
	frame	data/chars/leonardo/slam/01.png
	delay	7
	frame	data/chars/leonardo/slam/02.png
	delay	7
	frame	data/chars/leonardo/slam/03.png
	delay	10
	frame	data/chars/leonardo/get/00.png
		
anim	waiting
	delay	15
	offset	124 150
	frame	data/chars/leonardo/select/00.png
	delay	15
	frame	data/chars/leonardo/select/01.png
	loop	1
	delay	15
	frame	data/chars/leonardo/select/02.png
		
anim	walk
	delay	15
	bbox	107 71 28 68
	offset	122 148
	frame	data/chars/leonardo/walk/00.png
	delay	15
	frame	data/chars/leonardo/walk/01.png
	delay	15
	frame	data/chars/leonardo/walk/02.png
	delay	15
	frame	data/chars/leonardo/walk/03.png
	loop	1
	delay	15
	frame	data/chars/leonardo/walk/04.png
		
#|edited by openBor Stats v 0.67

 
#import data/scripts/conditional.c

no, you can't import directly on the char text header like this.

Here is my Namor.txt

name  Namor
health  200
mp 120
speed  14
type   player
shadow   3
gfxshadow 1
(...)
animationscript data/scripts/grabscript.c

My grabscript.c imports a custom file called ilu.h and on that file, I import finally DC's code:

#include "data/scripts/conditional.h"
 
well I grabbed the grabscript from zvitors mod along with ilu.h added conditional.c to import in ilu.h and added animationscript data/scripts/grabscript.c to the header and now it say failed to parse script.
 
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