Slam Script for the beginning

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.
 
I try setting one by one of the scripts, but nothing.

The essencials script to work are?

startslam
position
finish
depost

 
You right, the post is fixed.
I join to you in a search for a guide step by step to create a slam or throw beginning of 0.
I create custom throws and slam without any scrip only using different pain and fall animation like the mod Final Fight Champion Edition Gold.
Its easy in that way, with some limitations like the problem of my animation.
I hope someone finally can help us.
See you and congratulations for you great projet.
 
The essencials script to work are?

startslam
position
finish
depost

Yes, they are the minimum functions required to make a slam. If you're using Crime Buster v2.5 scripts, this is for setting scripted slam during GRAB animation.
Oh yes, finish can be replaced by throw for ending slam with throw.

And there's hurt function to damage grabbed opponent before ending slam/throw.

Finally, you need clearL function to clear entitites stored in local variable. You can declare this at end of slam/throw or at IDLE animation.
I declared this function in IDLE cause I have other local variables to clear also
 
The settings for the slam scripted duiring GRAB animation are the same if the slam start with a freespecial attack?.

Thanks.
 
Ok, but my question is:
If the player make an freespecial attack (like the gif i posted) away of the enemy and move to toward, when attack make contact this turn to a slam.
In this case the settings for the slam scripted duiring GRAB animation are the same for this type slam?.
 
I think you would use FOLLOW anim for the slam. 

So
FREESPECIAL - (move forward attack) - FOLLOW (slam)

Code:
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

Code:
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'.

Code:
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'.

OR if you share with GRABATTACK you could use
Code:
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.
 
At last someone give me the easy solution i want for the beginnig.
You are great my friend.

Only setting grabin in the freespecial attack the slam works perfect with any scripts.
I hope finish my mod soon, thanks for all your help.
My mod have a lots of slams ant throws with any scripts.
Its a alternative solution for all people to don't understand the script.

 
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 pseudo 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
 
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.
 
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

If you se the this entire topic, i ask for help many times, but not find a solution.

I am not the only one with problems with scripts, i really want to learn and using script features.
After the all post and answers i still in complete darkness about script.
Never work any animations for me using this, i try million of times every day.
It's really frustrating, i was about to leave the mod and carries a 70%.
I finally decided to continue without using the script, I had no choice.
I hope you can understand me, it is not easy for me.
I hope that in the near future there is a script guide for those who want to learn how to use it.
Thanks to all...
 
I hope that in the near future there is a script guide for those who want to learn how to use it.
There is..the one I linked to you.

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.
 
O Ilusionista said:
I hope that in the near future there is a script guide for those who want to learn how to use it.
There is..the one I linked to you.

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.

It is not my intention to offend anyone, know very well that many wanted to help me, but I could not get to understand it. Try to guide the link but could not make it work.
I am the problem, do not worry.
Excuse me please.
 
I try one more time and fail with the more basic, OpenBor closes...

####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;
    }

}

A basic animation:
Player move
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

Enemy falls:
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
Can anyone tell me what's wrong?
At times like these it seems inevitable surrender, it's frustrating to spend so much time on something that never comes to work.
I really love to take advantage of the script, but it seems I have no luck.
 
Thanks maggas!

I change the numbers like you say, an the same error continue.
openBor closes...
####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;
    }

}
 
I actually meant that you would use what I said along with the scripts.  Would of explained the script more but I'm not best to do that.
 
Its to hard learn when cant see the error.
If the more basic slam dont work, the really complex...
I dont know.

Thanks.
 
If you keep having problems you should upload the mod for someone to check.

Like maggas said thou, you might just need to fix the last command and it should work fine.
Everything else looks okay.

I'm just guessing, but looking at your code, I think you want it to be more like.

Code:
@cmd    finish 45 1 100 110 0 1


 
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