O Ilusionista
Captain 100K
no, that is the most delicious error on openbor: when he closes but doesn't saw to you WHY.
It will be a cat and mouse game until you get the error.
It will be a cat and mouse game until you get the error.
The essencials script to work are?
startslam
position
finish
depost
FOLLOW{#} {players,enemies}
~Optional.
~{#} is number and its accepted values are 1, 2, 3 and 4. There's no space between FOLLOW and {#}.
~It works just like any attack animation except that it is only played when followup condition is met or entity is attacked in counter pose
followanim {value}
~Determines which FOLLOW animation played when followup condition is met or when counter condition is met.
~Possible values are 1, 2, 3 and 4.
~Used together with 'followcond' or 'counterframe'.
followcond {value}
~This command is to make the entity performs FOLLOW{#} if an attackbox in the animation hits.
~value determines the condition requirements before FOLLOW{#} is played.
1 = this animation will followup as long as it hits an entity.
2 = this animation will followup as long as it hits an enemy (Or player if an enemy uses it).
3 = this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.
4 = this animation will followup as long as it hits an enemy, and the target is not killed, does not block the attack, and is not set to be ungrabbable.
~Which FOLLOW animation played is determined by 'followanim'.
grabin {type} {distance}
~If this command is declared, next nonknockdown attackbox makes entity grab opponent in same manor as normal grab.
0 = no effect (used to turn off grabin)
1 = Opponent is pulled in while this entity doesn't move
2 = Both entity and opponent are pulled each other splitting the distance
~{distance} controls how far entity and opponent would be when grabbing starts.
~Use this command with non knockdown attackbox of course.
dantedevil said:My mode have a lots of slams ant throws with any scripts.
Its a alternative solution for all people to dont understand the script.
Damon Caskey said:dantedevil said:My mode have a lots of slams ant throws with any scripts.
Its a alternative solution for all people to dont understand the script.
No, it isn't. In fact, it's the source of most of the problems you've been having. Hackaround psudo slams using attack types have been around forever, and they were fine when we didn't have script because it was the only method available.
Now though, all you are doing is giving yourself more work for no gain. Also, they are highly unstable. It's just not a good method to use, and the fact you had to break down and apply scripts yourself shows this.
I'm not trying to be mean here, I just want to be clear to any new people looking at this. If you want real slams, ask for help and learn to do it right. In the long run the the workarounds - don't work.
DC
There is..the one I linked to you.I hope that in the near future there is a script guide for those who want to learn how to use it.
bindentity is still problematic, i have not pleasant experience with it from marvel mod and it doesnt work properly when its set on frame 0 but it has to be from first frame, sometimes it creates weird problems like playing random sound or leaving hitflashes onscreen withhout killing them.
O Ilusionista said:There is..the one I linked to you.I hope that in the near future there is a script guide for those who want to learn how to use it.
And your "At last someone give me the easy solution i want for the beginnig." sounded very offensive, is like nobody ever wanted to help you - when its not true.
But, whatever.
bindentity is still problematic, i have not pleasant experience with it from marvel mod and it doesnt work properly when its set on frame 0 but it has to be from first frame, sometimes it creates weird problems like playing random sound or leaving hitflashes onscreen withhout killing them.
White Dragon made a workaround, check at my Avengers' topic.
####animationscript function main#####
# data/chars/midas/midas.txt
########################################
void main()
{
int frame = getlocalvar("frame");
int animhandle = getlocalvar("animhandle");
if(animhandle==102)
{
if(frame==0)
{
clearL();
}
return;
}
if(animhandle==156)
{
if(frame==0)
{
anti();
}
if(frame==1)
{
slamstart();
}
if(frame==1)
{
position(8, 100, 110, -1, 1);
}
if(frame==2)
{
position(9, 100, 110, -1, 0);
}
if(frame==3)
{
position(4, 100, 110, -1, 1);
}
if(frame==4)
{
position(5, 100, 110, -1, 1);
}
if(frame==9)
{
depost(0);
}
if(frame==9)
{
finish(45, 100, 110, 2, 0, 1);
}
return;
}
}
anim grabup
quakeframe 5 9 3
fastattack 1
loop 0
attackone 0
offset 82 177
bbox 0 0 0 0
delay 1
frame data/chars/midas/slam1.gif
hitfx data/chars/midas/yaa4.wav
grabin 2 20
delay 18
@cmd slamstart
@cmd position 8 100 110 -1 1
frame data/chars/midas/slam1.gif
delay 35
@cmd position 9 100 110 -1 0
frame data/chars/midas/slam2.gif
delay 18
@cmd position 4 100 110 -1 1
frame data/chars/midas/slam3a.gif
hitfx data/sounds/empty.wav
delay 5
@cmd position 5 100 110 -1 1
sound data/sounds/indirect.wav
frame data/chars/midas/slam4a.gif
frame data/chars/midas/slam4a.gif
frame data/chars/midas/slam4a.gif
frame data/chars/midas/slam4a.gif
frame data/chars/midas/slam4a.gif
@cmd depost 0
@cmd finish 45 100 110 2 0 1
frame data/chars/midas/slam4a.gif
frame data/chars/midas/slam4a.gif
frame data/chars/midas/slam4a.gif
frame data/chars/midas/slam4a.gif
frame data/chars/midas/slam4a.gif
delay 18
frame data/chars/midas/slide02.gif
delay 10
frame data/chars/midas/slide01.gif
delay 12
frame data/chars/midas/rise2.gif
frame data/chars/midas/rise3.gif
Can anyone tell me what's wrong?anim fall7
delay 10000
offset 84 175
frame data/chars/amazon/pain.gif
frame data/chars/amazon/pain2.gif
frame data/chars/amazon/pain3.gif
frame data/chars/amazon/pain4.gif
frame data/chars/amazon/pain5.gif
offset 82 177
frame data/chars/amazon/pain8.gif
offset 85 127
frame data/chars/amazon/pain10.gif
offset 80 96
frame data/chars/amazon/pain12.gif
offset 93 183
frame data/chars/amazon/fthrow01b.gif
offset 73 135
frame data/chars/amazon/fthrow02.gif
offset 82 177
frame data/chars/amazon/fall1.gif
frame data/chars/amazon/fall2.gif
frame data/chars/amazon/fall3.gif
frame data/chars/amazon/fall4.gif
anim fall9
jumpframe 0 2.5 1
landframe 2
loop 0
offset 82 177
bbox 0 0 0 0
move 50
delay 1
frame data/chars/amazon/fall3.gif
move 0
attack 45 135 55 25 5 1 0 0 15
delay 999
frame data/chars/amazon/fall3.gif
delay 1
frame data/chars/amazon/fall4.gif
####animationscript function main#####
# data/chars/midas/midas.txt
########################################
void main()
{
int frame = getlocalvar("frame");
int animhandle = getlocalvar("animhandle");
if(animhandle==102)
{
if(frame==0)
{
clearL();
}
return;
}
if(animhandle==156)
{
if(frame==0)
{
anti();
}
if(frame==1)
{
slamstart();
}
if(frame==1)
{
position(8, 100, 110, -1, 1);
}
if(frame==2)
{
position(9, 100, 110, -1, 0);
}
if(frame==3)
{
position(4, 100, 110, -1, 1);
}
if(frame==4)
{
position(5, 100, 110, -1, 1);
}
if(frame==9)
{
depost(0);
}
if(frame==9)
{
finish(45, 2, 1, 2, 0, 1);
}
return;
}
}
@cmd finish 45 1 100 110 0 1