Solved This is a question about air skill.

Question that is answered or resolved.

DD Tokki

Well-known member
hello.
Like Mizoguchi from Fighter's History and Chun-Li from Street Fighter 2, I'd like to know how to levitate while the skill is active.
jump skill.PNG
chun-li.jpg
 
Solution
Use the tosstime entity property. The entity does not change vertical velocity until elapsed time (the main timer) is >= tosstime.

To do this, get the current elapsed time value, and add the amount of air time you want, then set that as the tosstime property. Here's an example that will make the entity stay wherever it is on the Y axis for 500 centiseconds. You don't need to worry about resetting it for other animations (ex. if you get hit out of the move) because the engine does that automatically.

C:
int elapsed_time = openborvariant("elapsed_time");
int toss_time = elapsed_time + 500;

changentityproperty(<entity>, "tosstime", toss_time);

Things not to do:
  • Don't use offsets.
  • Don't use movea or...
Use the tosstime entity property. The entity does not change vertical velocity until elapsed time (the main timer) is >= tosstime.

To do this, get the current elapsed time value, and add the amount of air time you want, then set that as the tosstime property. Here's an example that will make the entity stay wherever it is on the Y axis for 500 centiseconds. You don't need to worry about resetting it for other animations (ex. if you get hit out of the move) because the engine does that automatically.

C:
int elapsed_time = openborvariant("elapsed_time");
int toss_time = elapsed_time + 500;

changentityproperty(<entity>, "tosstime", toss_time);

Things not to do:
  • Don't use offsets.
  • Don't use movea or seta.
  • Don't use antigravity.
Each of these are tempting and often tried by beginners because they look easy, but none of them are meant for what you're doing and will cause you severe problems.

DC
 
Solution
Use the tosstime entity property. The entity does not change vertical velocity until elapsed time (the main timer) is >= tosstime.

To do this, get the current elapsed time value, and add the amount of air time you want, then set that as the tosstime property. Here's an example that will make the entity stay wherever it is on the Y axis for 500 centiseconds. You don't need to worry about resetting it for other animations (ex. if you get hit out of the move) because the engine does that automatically.

C:
int elapsed_time = openborvariant("elapsed_time");
int toss_time = elapsed_time + 500;

changentityproperty(<entity>, "tosstime", toss_time);

Things not to do:
  • Don't use offsets.
  • Don't use movea or seta.
  • Don't use antigravity.
Each of these are tempting and often tried by beginners because they look easy, but none of them are meant for what you're doing and will cause you severe problems.

DC
thank you Finally, the air skill to go straight without being influenced by gravity has been implemented.
 
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