Snap enemy when a freespecial hits.

NED

Well-known member
I need this feature for a special move (not a grab or throw)
This is something easily possible in Mugen with something named SNAP.

BAsically, is the move hits enemy. (not guarded)
It will bring enemy to bind to your player during his pain anim.
(in mugen this can be configured with X and Y values)

Is there a way to make it possible in Openbor too?
Thanks
 
Snap in mugen is bugged, I suggest you to not used it. Use targetbind instead.

About your question, I can be wrong, but the move works like a grab, so you make it grab (using the scripted slam code) and release it
 
O Ilusionista said:
the move works like a grab, so you make it grab (using the scripted slam code) and release it

Good news, but.
I'm not able to make a special move working like a grab.
I don't know how to send enemy to a gethit anim (just like in slams)
 
There is also a supplement for attacks called grabin that IIRC does what you are asking without needing to set up a grabbing action. Utunnels coded it in several years ago, he can probably explain better.

DC
 
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.
 
O Ilusionista said:

That entry is not correct, else I would have quoted it. The victim is NOT grabbed in any way; they are simply moved toward the attacker - and as I recall the range parameters don't work like the manual says.

DC
 
OK, I finally used slam code to do it.
Thanks a lot for finally helping me to understand how to send an enemy to to be thrown from a special move. I was looking for it for a long time... :)

Now I need to understand how to finish this slam with a hit who send enemy to a custom pain anim (simulating a king of dizzy anim)

Basically, this is how I see it.

-normal grab. (then cancel to a freespecial using this command : U A2)
-freespecial37 (use slam code to control enemy)
-finish freespecial37 with a (real?) hit that send enemy to dizzy anim. (anim pain32)

My problem is how can I do this last hit working and sending the enemy to pain32 the right way. without enemy going away or falling directly on the ground.

Is there an order to respect or something ?
@cmd  depost
@cmd  finish
attack32 76 90 76 47 12 0 0 0 14 0

Do I need something else?
 
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