void slamstart ATK_NORMAL# function

dantedevil

Well-known member
Hello!
I start to make my first script slam, and i not understand some things.
In this txt what is the function of "ATK_NORMAL8"?

void slamstart4() { // Slam Starter for nongrab slams // Use finish or throw after using this    void self = getlocalvar("self");    void target = getlocalvar("Target" + self);      if(target==NULL())    {      target = getentityproperty(self, "opponent");      setlocalvar("Target" + self, target);    }    if(target!=NULL())    {      damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL8")); // Slam Starter    } }

I want to now if the ATK_NORMAL8 means the attacked entity shows PAIN8 FALL8, etc.

Thanks.

 
void slamstart4() {
// Slam Starter for nongrab slams
// Use finish or throw after using this
 
void self = getlocalvar("self"); 
void target = getlocalvar("Target" + self);
   
if(target==NULL())   
    {     
target = getentityproperty(self, "opponent");     
setlocalvar("Target" + self, target);   

    }    if(target!=NULL())   
    {     
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL8")); // Slam Starter 
    }
}

Its better to read.

Yes, at the end, the entity will be hit by an attack8, which will trigger pain8, fall8, etc
 
Sorry, the Crime Buster slam script is the only guide i readed and understand for now. Its simple and.basic information, the rest i have to learn.
Its possible change the N° attack in the script to the attacked entity show the animation ej: 12?

Or the command @cmd anichange "ANI_FOLLOW8" set before the last frame of the fall is for that?
 
change this line:
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL8")); // Slam Starter 

to

damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL12")); // Slam Starter 
 
dantedevil, although Crime Buster v2.5 can be used to make pseudo slams but I don't recommend that.

It's true that opponents are forced into FALL7 animation but after that, they are played by slammer/thrower. That's why I usually call this trick as Play-the-Opponent.
 
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