Custom states,grab by enemies

hello.
In mugen those are Selfstates used in fatalities or grabs.
I ask if is possible it in Openbor but doing by enemies, if they can make grabs as player can do,and custom states ,some like enemy doing a fatality like Kung Lao's mk2 hat split fatality.
thanks by read.
 
Can I understand these like this:
1. The enemy performs a grab on the player;
2. When the player's health bottoms out, the grab will becomes the “fatality” animation.
 
hello.
In mugen those are Selfstates used in fatalities or grabs.
I ask if is possible it in Openbor but doing by enemies, if they can make grabs as player can do,and custom states ,some like enemy doing a fatality like Kung Lao's mk2 hat split fatality.
thanks by read.
As a Mugen coder, I understand what you say.
Things work differently in Mugen and OpenBOR (they are very different animals): In Mugen, these custom states are in the attacker's code, which calls sprites that are in the enemy's files - or you add these states to the enemy.

In OpenBOR, these custom states are never in the attacker, but in the enemy, just like the sprites.

There are two methods to do this:

1- You use a specific attack number, like ATTACK25 and add an animation with the same number to the enemy (either PAIN25 or FALL25). And you do this for each attack that you need a custom reaction...which can be a nightmare.

2- You still use a specific attack, but this attack will use a single animation for everything (or at most, two). This is the method I use - I started explaining it here but never finished it [TUTORIAL] Ilu's custom scripted Slam method

You'll notice that I adapted the Required Sprites concept to OpenBOR :)
 
hello.
fatality was just an example about custom states.
About Ilu post: so PAIN20 will work with ATTACK20 as custom state. maybe would not be a slam state,I think Player is being choked as Andore's final fight 1 makes it to players.

 
For a basic example, you use the attack box for this attacker and the target starts to have a pain reaction from that.

Please pay attention to the highlights (of attack ID's and pain reactions) on what this logic is about, so you don't get mixed up with attack animation names and attack/pain reactions.

Attacker's use of a certain attack box:
anim attack1
@cmd ani0020 openborconstant("ANI_ATTACK2") openborconstant("ANI_PAIN1")
@cmd ani0020 openborconstant("ANI_ATTACK2") openborconstant("ANI_PAIN2")
cancel 0 5 0 d f a1 freespecial55 #FOREARM RUSH L
cancel 0 5 0 d f a2 freespecial58 #FOREARM RUSH H
cancel 0 5 0 d f a4 freespecial61 #FOREARM RUSH EX
cancel 0 5 0 f d b u f a1 freespecial21 #RUSSIAN SPINNING PILEDRIVER
cancel 0 5 0 f d b u f a2 freespecial22 #DOUBLE RUSSIAN SUPLEX
cancel 0 5 0 f d b u f a4 freespecial45 #EX - RUNNING POWERSLAM
cancel 3 5 0 f d f u a1 freespecial27 #MACHO SLAM L
cancel 3 5 0 f d f u a2 freespecial40 #MACHO SLAM H
cancel 3 5 0 d f d f a1 freespecial38 #VIOLENT FRENZY L
cancel 3 5 0 d f d f a2 freespecial39 #VIOLENT FRENZY H
cancel 3 5 0 d f d f a4 freespecial46 #VIOLENT FRENZY ST
cancel 3 5 1 a2 freespecial5 #HARD PUNCH
delay 5
offset 94 171
bbox 80 94 29 75
sound data/sounds/punchsf23.wav
frame data/chars/haggar/a101.gif
frame data/chars/haggar/a102.gif
@cmd hitfx "data/sounds/beatff201.wav"
delay 10
attack2 99 113 58 15 6 0 0 0 10 10
forcedirection -1
dropv 1.3 -0.1 0
jugglecost 5
frame data/chars/haggar/a103.gif
delay 7
attack2 0
frame data/chars/haggar/a102.gif
delay 3
frame data/chars/haggar/idle01.gif

The target's pain reaction:
#PAIN - STOMACH
anim pain2
loop 0
delay 3
offset 92 166
bbox 80 83 33 87
frame data/chars/01slash/pain02.gif
offset 94 166
frame data/chars/01slash/pain02.gif
offset 92 166
frame data/chars/01slash/pain02.gif
offset 94 166
frame data/chars/01slash/pain02.gif
offset 92 166
frame data/chars/01slash/pain02.gif
offset 94 166
frame data/chars/01slash/pain02.gif
offset 92 166
delay 35
frame data/chars/01slash/pain02.gif
 
About Ilu post: so PAIN20 will work with ATTACK20 as custom state. maybe would not be a slam state,I think Player is being choked as Andore's final fight 1 makes it to players.
That is exactly what I am talking about: avoiding creating one new animation, in every player, for a move. When you can create one general animation for that and use script.

I know that in the past, several creators have done it the way you mentioned - are you going to add Adore's piledriver? A new animation; Have Andore grab him by the neck? New animation and so on.

Is it possible to continue like this? Yes. But it will give you a headache as your project grows.

Imagine adding a new move to Haggar and, to do so, having to create a new pain animation for ALL THE ENEMIES IN YOUR PROJECT. It's crazy.
 
That is exactly what I am talking about: avoiding creating one new animation, in every player, for a move. When you can create one general animation for that and use script.

I know that in the past, several creators have done it the way you mentioned - are you going to add Adore's piledriver? A new animation; Have Andore grab him by the neck? New animation and so on.

Is it possible to continue like this? Yes. But it will give you a headache as your project grows.

Imagine adding a new move to Haggar and, to do so, having to create a new pain animation for ALL THE ENEMIES IN YOUR PROJECT. It's crazy.

And to add to this, it won't be stable. What happens when there's a platform, a wall, or an obstacle nearby? What if time runs out during the sequence? What if you get interrupted, and so on.

The typed attack -> Pain -> fall ->death system is very useful for a lot of things, and even more so in 4,0 due to the options I added, but don't abuse it. It's not designed to be a pseudo-logic chain to avoid any scripting and pre-planning in your production.

DC
 
That is exactly what I am talking about: avoiding creating one new animation, in every player, for a move. When you can create one general animation for that and use script.

are you going to add Adore's piledriver? A new animation; Have Andore grab him by the neck? New animation and so on.

Is it possible to continue like this? Yes. But it will give you a headache as your project grows.

Imagine adding a new move to Haggar and, to do so, having to create a new pain animation for ALL THE ENEMIES IN YOUR PROJECT. It's crazy.
not piledriver, I think in Andore grab by the neck (enemy is grabbing player as he does).
thanks maxman by his example.
 
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