working on Scripted slams. (ground moves)

NED

Well-known member
I re-started working on scripted slams.
I try to edit Maxima's suplex in Bloodbane's "Crime Buster" mod.
I think, this give me some esy way to understand it...

As an experiment, I would like to give to maxima an X velocity during the suplex.
I would like him to go back and the enemy still binding to him during this time.

I tryed to add move -20 (just as a test) but it's completly ignored.
I don't have any explanation for it. I'm stuck... one more time.

this is the suplex code only "move -20" and "move 0" are my editing.

Code:
anim freespecial6
	offset	52 140
        quakeframe 8 1 6
        attackone 0
	delay	6
        @cmd    position 7 30 60 -1 1
	frame	data/chars/maxima/slam05.gif
	delay	20
        attack16 68 29 49 92 7 0
        @cmd    position 7 50 -5 -1 1
        @cmd    spawn01 "Break" 47 44 1
	frame	data/chars/maxima/slam06.gif
	delay	5
        attack  0
        @cmd    hurt2 40
	frame	data/chars/maxima/slam06.gif

	delay	20
	move	-20
	offset	82 115
        @cmd    position 0 20 25 -1 1
	frame	data/chars/maxima/throw001.gif
	delay	5
        @cmd    antiwall -85 25 -1
        @cmd    position 1 -16 35 -1 1
        attack4 4 14 89 37 15 1 1
        sound	data/chars/maxima/suplex.wav
	frame	data/chars/maxima/throw002.gif
        @cmd    antiwall -85 30 -1
        @cmd    position 2 -41 53 -1 1
	frame	data/chars/maxima/throw003.gif

	move	0
	delay	10
        @cmd    antiwall -85 30 -1
        @cmd    position 6 -84 2 -1 1
        attack4 -22 33 44 83 15 1 1
	frame	data/chars/maxima/throw004.gif
	delay	10
        @cmd    spawner "QFX" -73 0 0
	frame	data/chars/maxima/throw004.gif
        attack  0
	delay	5
        @cmd    depost 0
        @cmd    finish 45 2 -2 2 0 0
	frame	data/chars/maxima/throw005.gif
	delay	8
	frame	data/chars/maxima/throw006.gif
	frame	data/chars/maxima/throw007.gif
	frame	data/chars/maxima/throw008.gif

Can you explain how to give a velocity to this move? X velocity and also some Y velocity for some kind of hop-back move.

Thanks in advance.
 
Bloodbane said:
why don't you just immediately slam/throw the opponent after successful 'take'.

I come back to this feature... How do you send an enemy on a custom pain state on hit success.
I would like to use this to do some kind of grapple move on the ground (armbar , hold.)

P1 do the move attempt
move hit
P1 go to ground move - enemy go to gethit state.
P1 release P2

Do I need the slam script too?
Or something else?
 
Hmmm... that is similar to other non-grab slams (slams/throws which doesn't require GRABbing 1st).

What you need aside of regular script is slamstart2 (IIRC) + stabilizer. The latter is to prevent player from grabbing obstacle and enemies which aren't supposed to be slammed/thrown.

TBH some stabilizer scripts in Crime Buster v2.5 are obsolete but I am too busy to make new ones.
 
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