PS VITA
First, like other members already said, the "projectilehit" function controls who will be damaged when the character is falling after a throw/slam move.
projectilehit enemy obstacle
- By default, if you are using the native engine "throw" system, it will work automatically.
- If you are using scripted grabs like "@cmd slamstart", you need to check if your "@cmd throw" function has the following line inside the code. It is used to add the "projectilehit" status to the thrown entity.
- If you are developing your own grab script, make sure you have this line at the moment you are releasing the opponent when the grab move ends.
Code:
changeentityproperty(target, "aiflag", "projectile", 1);
In addition, I don't know if it is exactly the problem you are having, but there's another detail. Obstacle entities have some kind of a native platform by default. So, when the character starts the "fall" animation he will be blocked by this obstacle, and if the character's atbox does not connect to the obstacle's bbox, the obstacle entity will remain intact.
To solve this problem there's a trick in OpenBOR. If you add a "platform" function inside the obstacle entity, it will remove the default obstacle coordinates and replace by the values defined in the "platform" function. But if you do not want to edit this, make sure the obstacle's bbox is large enough to be damaged by falling entities that have activated atboxes during the fall animation. You can activate the debug to see both atbox/bbox.
Code:
anim idle
loop 1
delay 6
offset 100 167
bbox 80 89 48 80
shadowcoords 100 161
platform 72 72 138 138 6 1000
frame data/chars/obstacles/arcade00.gif
@cmd offScreenKill 50 0
frame data/chars/obstacles/arcade01.gif
Another thing, you can customize the "projectilehit" function by using scripts and it is possible to define what "character type" the entities can hit during the falling animation for a specific situation.
Code:
changeentityproperty(target, "projectilehit", "type_enemy", "type_obstacle");
And for last, the
"projectile" function you mentioned below is not related to
"projectilehit" function. The
"projectile" function below is used to spawn entities as projectiles.
Do I add projectile {relative} {name} {x} {z} {y} {direction} {ptype} {type} {map}
in the fall animation?
Here are both descriptions in the manual:
PROJECTILE
projectile {relative} {name} {x} {z} {y} {direction} {ptype} {type} {map}
~ Despite the name, it can be used to spawn any type of entity. Useful for using more than one "spawnframe" or
any other method as it offers much more control.
~ {relative} - Affects all other settings. See bellow
~ {name} - name of the spawned position, from models.txt
~ {x} - X spawn position, defaults to 0. Accept decimals. If relative is 0, the position will count from the edge of
the screen, while if 1, it will use the parent x position as a it's x value
~ {z} - Z spawn position, defaults to 0. Accept decimals.
~ {y} - Y spawn position, defaults to 0. Accept decimals.
~ {direction} - direction of the spawn. According to the source, defaults to DIRECTION_RIGHT. If relative is 0,
if will default to DIRECTION_RIGHT, but if relative is 1, it will uses it's parent direction.
~{ptype} - Defaults to 0. If it has any value other than 0, the projectile is given a default name of "shot" and a
model index of -1 as opposed to the parent model's predefined knife or pshot index. Best left ignored.
~{type} - "0" - will use "knife' behaviour. "1" will use "bomb" behaviour (and ignores the ptype above). defaults
to 0
~{map} - map of the spawned entity, defaults to 0
PROJECTILEHIT
projectilehit {type1} {type2} ...
~Optional.
~Do not let the name confuse you, this is not for projectiles. This
setting specifies what types this entity will hit when thrown from a grab. *~Available types are enemy, player, npc,
obstacle, shot and you can use as many as you need. If you don't want entity to hit anything, just set 'none' here.
~Be aware if you use this setting, you must provide all types you wish this entity to be able to hit when thrown.
That is to say, an enemy with ‘projectilehit player’ will only hit players when thrown, not other enemies.
I hope it helps