you're right. The desired feature is a temporary change of "candamage".It's cool to see obstacles being slammed like that
But anyways, you could use check script to cancel a slam/grab and perform other animation instead. This one might be more complicated but it might give better result.
As for your request, you could change candamage setting in certain animations with script but you'd also need to revert it back to default if player is hurt before the attack is performed fully.
what is the name of that script? I'll look for it.It's cool to see obstacles being slammed like that
But anyways, you could use check script to cancel a slam/grab and perform other animation instead. This one might be more complicated but it might give better result.
As for your request, you could change candamage setting in certain animations with script but you'd also need to revert it back to default if player is hurt before the attack is performed fully.
@Bloodbane and @DD Tokkiwhat is the name of that script? I'll look for it.
void main()
{
SuperArmorOnAnim (openborconstant("ANI_FALL35"), openborconstant("ANI_FALL32"));
}
void SuperArmorOnAnim (int PAnim1, int PAnim2){
void ent = getlocalvar("self");
int animation = getentityproperty(ent, "animationid");
if(animation == PAnim1 || animation == PAnim2){
changeentityproperty(ent, "nopain", 0);
} else {
changeentityproperty(ent, "nopain", 1);
}
}
@Bloodbane and @DD Tokki
Can you guys use the event_takedamage.c for the barrel? And use a nograb script?
I use this script for an enemy that could not feel pain.
Code:void main() { SuperArmorOnAnim (openborconstant("ANI_FALL35"), openborconstant("ANI_FALL32")); } void SuperArmorOnAnim (int PAnim1, int PAnim2){ void ent = getlocalvar("self"); int animation = getentityproperty(ent, "animationid"); if(animation == PAnim1 || animation == PAnim2){ changeentityproperty(ent, "nopain", 0); } else { changeentityproperty(ent, "nopain", 1); } }
attack 26 84 30 30 0 0 0 1 0 30
followanim 2
followcond 1
@cmd dasher 2 -7 0
frame data/sprites/sprite/chara/griffon/skill-a05.gif
I suggest to try using thefollowcond 2or higher, which works with enemies only (or players). Thefollowcond 1works with any entity.
View attachment 4875
attack 26 84 30 30 0 0 0 1 0 30
followanim 2
followcond 2
@cmd dasher 2 -7 0
frame data/sprites/sprite/chara/griffon/skill-a05.gif

Did you try the other followconds (3/4)? You could set the obstacle type toCode:attack 26 84 30 30 0 0 0 1 0 30 followanim 2 followcond 2 @cmd dasher 2 -7 0 frame data/sprites/sprite/chara/griffon/skill-a05.gif
View attachment 4876
I did it with "followcond 2" and still got the same result.
The barrel's type is set to "obstacle".
notgrab and use the followcond 4.When I tested it, 1,2,3 are all applied, and 4 times even the enemy is canceled.Did you try the other followconds (3/4)? You could set the obstacle type tonotgraband use thefollowcond 4.
I don't understand this part... Did you mean you tested 4 times or you tested theand 4 times even the enemy is canceled
followcond 4?4 didn't catch anything, as if the attack itself was canceled. The character just lands on the ground.I don't understand this part... Did you mean you tested 4 times or you tested thefollowcond 4?
lol right.A simple solution - set this on your character header:
hostile enemy
And he won't grab the obstacles anymore.
Something looks wrong, I tested it in my game and it works fine. The video below is how the followcond must work.4 didn't catch anything, as if the attack itself was canceled. The character just lands on the ground.
@O IlusionistaA simple solution - set this on your character header:
hostile enemy
And he won't grab the obstacles anymore.
Utunnels teach us that trick really long time ago - I use scripts too in some cases, but this solves the issue in many otherslol I never imagined that there's a connection between hostile and followcond, it solved the problem.
Yeah, I'm using hostile in the findtarget and other routines, but the connection with the followcond really surprised me. Thanks buddyYou can use the same trick for when you need to use a findtarget() function - for example, you want something that homming at enemies, but will ignore obstacles - while still damaging them![]()