Two questions for scripts.

Question one: Is possible grab a enemy in the soil ¿?¿? For a attack of Goro Daimon (Grab and attack).
Second quest: Is possible create a scene in full screen for eixample one attack of Superman, grab and shows the earth in the space, and down again to the soil ¿?¿?¿? Similar to Grab Up in extreme XD.
Thanks for the help.
 
1. Yes, it's possible with script. Though the script depends on when you'll be grabbing enemy from ground

2. Hmm.... if I get it right, you want to create Superman's grab move in which he flies up to space while carrying an enemy on his hands then dives to earth slamming the enemy on ground
Well, the move is pretty similar to piledriver with the exception that it's performed with higher speed (including the dive)
The tough part is the showing the scene part. I can imagine couple tricks to do this but I don't know how 2nd player would say about it
 
The screen effect I think should be pretty easy, the hard part is coding the slam. 

Check the supers in Avengers MOD demo (thor comes to mind).  'IN THEORY' you can make it like this. 

- Use paus0001.c script to pause the other entities.  (including other players)
- you could also use zoom script if needed
- Code your slam etc.  with slamscripts
- the effects would be spawned as a PANEL type to make it look like he is flying into space etc.  Use setlayer to get it to display correctly behind the player but covering the rest of the play area.  superman char can actually stay in one place, the background effect gives the illusion of him flying.  This is the same trick as mugen chars.

(fullscreen effect, transition to space background)
sprite+background+mugen+0074.gif
superman_flying_idle_by_tucker45855-d5qet3t.gif

just an example, need effects of moving up/down

Code:
name      Blue
type      panel
speed   10
facing   1
setlayer   3000
noquake 1

anim	idle
	loop	1
	delay	10
	offset	160 240
	frame	data/bgs/dark/Blue00.png
        frame	data/bgs/dark/Blue01.png
        frame	data/bgs/dark/Blue02.png
        frame	data/bgs/dark/Blue03.png
etc.....

When you spawn the panel entity you must make sure to spawn it to count from screen offset.

spawnframe {frame} {x} {z} {a} {relative}

Code:
spawnframe {frame} {x} {z} {a} {relative}

    ~Used to make entity to spawn another entity. Normally it is used to spawn enemy. Spawning with this has no limit.
    ~The spawned entity is determined by 'subentity' or 'custentity'.
    ~{frame} determines at which frame the other entity is spawned.
    ~{x} determines spawn range in x axis.
    ~{z} determines spawn range in z axis.
    ~{a} determines spawn range in y axis.
    ~{relative} determines where the other entity is spawned.
        0, count from the spawner. Spawned entity will face same direction with the spawner.
        1, count from screen offset.
    ~Regardless of spawned entities, 'group' settings (see below) in level texts won't prevent them from being spawned at all. Though, after they are spawned, 'group' will still count them.


paus0001.c
Code:
void paus0001(int iToggle, int iTime){

    /*
    paus0001
    Damon Vaughn Caskey
    11022009
    Pause or unpause action for all entities except self.
    */

    void vSelf      = getlocalvar("self");                  //Caller    
    int  iETime     = openborvariant("elapsed_time");       //Current time.
    int  iMax       = openborvariant("ent_max");            //Entity count.
    int  iEntity;                                           //Loop counter.
    void vEntity;                                           //Target entity.

    for(iEntity=0; iEntity<iMax; iEntity++)
    {    
        vEntity = getentity(iEntity);                                       //Get target entity from current loop.        
        
        if (vEntity != vSelf)                                               //Not Self?
        {
            changeentityproperty(vEntity, "frozen", iToggle);               //Toggle frozen.
            changeentityproperty(vEntity, "freezetime", iETime + iTime);    //Toggle frozen time.
        }
    }    
}

example usage:
frame        data/....
@cmd paus0001 1 20
frame        data/....
frame        data/....
@cmd paus0001 0 0
 
Back
Top Bottom