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When P1 and Friendly NPC Hit an enemy at the same time question.

PS_VITA

Active member
Hi,

In the Mod I'm making P1 has a (charging) punch that can only hit one ENEMY at a time.
because I'm using
Code:
     attackone 1
And I've notice that when an NPC is attacking an ENEMY and P1 tries to also attack the same ENEMY with his (charging punch) attack,
P1 punch misses or isn't registered.

I was wondering if anyone has experience in this subject or can someone point me to a thread were this has been discussed previously.

Thank you in advanced.
 
@danno
My enemy has a bbox in anim idle, pain and even fall (for a few frames)
but I'm certain my P1 hits are connecting where it should combo or hit the enemy.

Edit: Oh and @danno , how did you solve your similar issue a while back?
 
@PS_VITA,

All entities get a very brief period of invincibility on hit. That's what your issue is.

This is by design. Fastattack setting reduces the time, but does not remove it. You can change the time to anything you feel like if you're using the up to date attack box format.

DC
 
try adding fastattack

C:
anim    attack1
    fastattack    1
    range    0 90
    loop     0
    delay    8
    offset    75 177
    bbox      55 96 47 81
    attack    0 0 0 0 0 0 0 0 0 0
    frame    data/chars/haggar/a101.gif
    delay     3
    frame    data/chars/haggar/a102.gif
    delay     4
    attack2    76 100 89 42 9 0 0 0 18 0
    frame    data/chars/haggar/a103.gif
    frame    data/chars/haggar/a103.gif
    delay     3
    attack    0 0 0 0 0 0 0 0 0 0
    frame    data/chars/haggar/a102.gif
    delay     7
    frame    data/chars/haggar/a101.gif
 
try adding fastattack

C:
anim    attack1
    fastattack    1
    range    0 90
    loop     0
    delay    8
    offset    75 177
    bbox      55 96 47 81
    attack    0 0 0 0 0 0 0 0 0 0
    frame    data/chars/haggar/a101.gif
    delay     3
    frame    data/chars/haggar/a102.gif
    delay     4
    attack2    76 100 89 42 9 0 0 0 18 0
    frame    data/chars/haggar/a103.gif
    frame    data/chars/haggar/a103.gif
    delay     3
    attack    0 0 0 0 0 0 0 0 0 0
    frame    data/chars/haggar/a102.gif
    delay     7
    frame    data/chars/haggar/a101.gif

I appreciate your trying to help @machok, but I literally addressed Fastattack in my answer. It is not a 100% full proof solution. You both need to use the correct attack box format and its invincible time parameters if you want targets to have no invincibility on hit.

DC
 
@PS_VITA,

All entities get a very brief period of invincibility on hit. That's what your issue is.

This is by design. Fastattack setting reduces the time, but does not remove it. You can change the time to anything you feel like if you're using the up to date attack box format.

DC
I guess I'm out of the loop into what the " up to date attack box format" is.
Anyone mind pointing me in the right direction? Is it exclusive to newer versions of Openbor?
 
I guess I'm out of the loop into what the " up to date attack box format" is.
Here
  • attack.block.cost – See guardcost.
  • attack.block.penetrate – See attack{#} {block}.
  • attack.counter – See counterattack.
  • attack.damage.force – The attack’s standard damage output.
  • attack.damage.land.force – damageonlanding {value}
  • attack.damage.land.mode – damageonlanding {type}
  • attack.damage.lethal.disable – This attack cannot finish off the target – only reduce it to 1 HP.
  • attack.damage.recursive.force – See DOT {force}.
  • attack.damage.recursive.index – See DOT {index}.
  • attack.damage.recursive.mode – See DOT {mode}.
  • attack.damage.recursive.rate – See DOT {rate}.
  • attack.damage.recursive.time – See DOT {time}.
  • attack.damage.steal – Damage done by this attack will be added to attackers HP.
  • attack.damage.type – Sets attack type. Same as {#} in attack{#}
  • attack.effect.block.flash.model – See blockflash.
  • attack.effect.block.sound.path – Path to sound that will play when this attack is blocked.
  • attack.effect.hit.flash.disable – See noflash.
  • attack.effect.hit.flash.model – See hitflash.
  • attack.effect.hit.flash.sound – See hitfx.
  • attack.index – Currently no effect. This is for future support of multiple attack boxes.
  • attack.ground.mode – See otg.
  • attack.map.index – See forcemap {map}.
  • attack.map.time – See forcemap {time}.
  • attack.position.x – See attack{#} {x}.
  • attack.position.y – See attack{#} {y}.
  • attack.reaction.fall.force – See attack{#} {power}.
  • attack.reaction.fall.velocity.x – See dropv {speedx}.
  • attack.reaction.fall.velocity.y – See dropv {speedy}.
  • attack.reaction.fall.velocity.z – See dropv {speedz}.
  • attack.reaction.freeze.mode – Freeze target (requires freezetime). Set forcemap = -1 to apply target’s fmap.
  • attack.reaction.freeze.time – Time target remains frozen.
  • attack.reaction.invincible.time – Time to remain invincible after hit.
  • attack.reaction.reposition.direction – See forcedirection.
  • attack.reaction.reposition.distance – See grabin {distance}.
  • attack.reaction.reposition.mode – See grabin {mode}.
  • attack.reaction.pain.disable – See noreflect.
  • attack.reaction.pause.time – See attack{#} {pausetime}.
  • attack.seal.cost – See seal {energy}.
  • attack.seal.time- See seal {time}.
  • attack.size.x – See attack{#} {width}.
  • attack.size.y – See attack{#} {height}.
  • attack.size.z.1 – See attack{#} {z}.
  • attack.size.z.2 – Depth of bbox toward player. When this is defined, z.1 becomes depth into screen.
  • attack.staydown.rise.time – See staydown {rise}.
  • attack.staydown.attack.time – See staydown {riseattack}.
  • attack.tag – Neutral integer value not utilized by engine in any way. Use this to add your own custom tags or flags to an attack box for scripting. Protip: OpenBOR script supports bitwise logic – you can store a LOT of information in a single integer if you are careful and plan ahead.

So a "traditional" attack would look more or less like this


anim attack1

loop 0
delay 20
offset 42 95
jumpframe 2 2 2.6
landframe 4
frame data/chars/c1/r1.png
frame data/chars/c1/aa1.png
frame data/chars/c1/aa2.png
delay -1000
attack.position.x 49
attack.position.y 50
attack.size.x 39
attack.size.y 24
attack.damage.force 2
attack.reaction.fall.force 1
attack.reaction.fall.velocity.x 3
attack.reaction.fall.velocity.y 2
attack.reaction.pause.time 20

frame data/chars/c1/aa3.png
delay 10
frame data/chars/c1/r1.png
 
Last edited:
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