O Ilusionista
Captain 100K
I'm implementing a TMNT-style trap, where the character will fall for a while into a hole and then escape from it (the animation is still a wip).
But I'm having a problem: the character always appears in the falling animation facing the same direction as the entity, no matter which way he comes.
I tried several "forcedirection" configurations, but none of them worked. The attack happens with a follow, where I use a scripted slam to make the fall (and not have to make a custom animation for everyone).
Even if I remove the slam script, you can see that she always faces the same direction, and I want her to always fall facing the hole.
In the following video, you can see that she always falls facing the same side (the number "0" that appears on the HUD is a debug via didhitscript that shows the target's facing). The first two falls use script and the next two do not:
Edit: Even if I convert the code for ondoattackscript, I still get "0" as the target facing, so something on the attack is still forcing the facing.
Any suggestions on how to solve this?
But I'm having a problem: the character always appears in the falling animation facing the same direction as the entity, no matter which way he comes.
I tried several "forcedirection" configurations, but none of them worked. The attack happens with a follow, where I use a scripted slam to make the fall (and not have to make a custom animation for everyone).
Even if I remove the slam script, you can see that she always faces the same direction, and I want her to always fall facing the hole.
In the following video, you can see that she always falls facing the same side (the number "0" that appears on the HUD is a debug via didhitscript that shows the target's facing). The first two falls use script and the next two do not:
C-like:
void main()
{
void self = getlocalvar("self"); //get the self var
void hit = getlocalvar("damagetaker"); // get target entity
void facing = getentityproperty(hit,"facing"); // get target's current facing
settextobj(1, 240, 224, 2, 999999999, facing, 300+openborvariant("elapsed_time"));
}
Edit: Even if I convert the code for ondoattackscript, I still get "0" as the target facing, so something on the attack is still forcing the facing.
C-like:
void main()
{
void self = getlocalvar("self"); //get the self var
void hit = getlocalvar("other"); // get target entity
void facing = getentityproperty(hit,"facing"); // get target's current facing
settextobj(1, 240, 224, 2, 999999999, facing, 300+openborvariant("elapsed_time"));
}
Any suggestions on how to solve this?
Last edited: