Death from getting thrown?

Liu-Kang

Member
I noticed something strange about an enemy getting thrown... If they die from getting thrown than they don't play any death animation they just sort of land and they're dead. :o Any way to fix this at all?
 
I dont think so, it bothered me too but i think i changed they way death plays and changed it so it played after fall animation but would be nice to have some fix for this so you could have falldie that plays death anim instead of fall and in the same time second falldie that plays other death anim after character lands from throw and dies.
If you could have default death that plays death anim after fall animation and another death2 animation that plays instead of fall the it would be ok but i think falldie its global setting for entity so all death anims will use the same falldie setting.
Falldie should be command in death animation IMO, so different death anims would be used differently.
 
I used script to solve that. You can see an example from Sailor Moon 1999 demo Grill released. The enemy you could try is Jimo, mannequin enemy. This enemy breaks into pieces when defeated.

Here's Jimo's thrown animation:

anim fall2 #thrown animation
@script
  void self = getlocalvar("self");

  if( frame == 1 ){
    changeentityproperty(self, "damage_on_landing", 0);
  } else if( frame == 3 ){
    void self = getlocalvar("self");
    int Health = getentityproperty(self, "health");

    if( Health > 10 ){ 
      changeentityproperty(self, "health", Health-10);
    } else if( Health <= 10 ){
      damageentity(self, self, 20, 1, openborconstant("ATK_NORMAL2"));
    }
  }
@end_script
        landframe 2
        delay  30
offset 68 69
attack  58 44 34 47 5 1
frame data/chars/jimo/thrown.png
        delay  400
offset 55 110
attack  15 60 52 30 5 1
frame  data/chars/jimo/fall1.png
attack  0
delay  5
frame data/chars/jimo/fall2.png
delay  10
frame data/chars/jimo/fall2.png

The script cancels damage from landing and then on landing frame, it applies its own damage to Jimo.
 
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