If you set something like this:
@cmd spawn06 "Car" -100 0 200 1
Summoned Car will face same direction as Sledge's. If he's facing left car will come from right and if he's facing right, car will come from left.
Now for Sledge, you can have it summon car from alternating sides (first from left, 2nd from right, 3rd from left and so on) OR randomized (you can't tell the order of summoned car since it's random)
I prefer the latter
Hmmm... did you set same order of weapon models in angry mode model?
For breaking free, it really depends on how exactly enemy grabs player i.e scripted or not.
For back grab, I never tried it myself so I can only guide you in "darkness"
Thanks! I put a lot of time and effort into this.congratulations on this new demo with added second stage, its gameplay is addictive
Don Vecta said:Hi, ermm.... any update? ;D
midnightrider said:Anything the least bit more playable would be an enhancement.
Rival Turf probably still doesn't need as much of an enhancement as say, D.D. Crew, Riot city, or Burning Fight (and perhaps the less said about 16-bit console/8-bit handheld Batman Forever, the better)though.
I love beat 'em ups, but some real stinkers have been produced. I don't think Rival Turf itself is bad, just not on par with it's successors. Though Peace Keepers, like Streets of Rage III, would have most likely benefited from a more faithful localization.
Don Vecta said:Yay~! Downloading now!
EDIT: Okay, I have an issue here: The controls won't respond. Is this for PC? Cuz I can't configure buttons and pretty much nothing works, unless I press Z, which just is like a start button, nothing else works.
@cmd depost 0
@cmd throw 30 3 10 -5 0 0
@cmd clearL
frame data/chars/ozzie/throw4.gif
escapehits {int}
~For enemies
~If you give this to an enemy, the enemy will perform SPECIAL2 when they get hit by int+1 hits. Don't forget to give the enemy anim SPECIAL2 if you're using this.
~In case you haven't figured out, this feature is to make enemy counter attacks after they get certain number of consecutive hits.
~The counter will reset if enemy plays any animation EXCEPT IDLE, FAINT and PAIN. The counter works even with grabattacks.