Bloodbane
Well-known member
Any clues anyone?
That's because slamstart2 grabs opponent
Code:
void slamstart2()
{ // Slam Starter for nongrab slams
// Use finish or throw after using this
void self = getlocalvar("self");
void target = getlocalvar("Target" + self);
if(target==NULL())
{
target = getentityproperty(self, "opponent");
setlocalvar("Target" + self, target);
}
if(target!=NULL())
{
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL7")); // Slam Starter
}
}
Unlike slamstart function which grabs currently grabbed enemy, slamstart2 function grabs current opponent. Opponent could be obstacle or other enemy not being grabbed
IOW the latter is less stable than the former
he starts his punching anim and then I start my custom attack with slamstart2 script and I think I'm releasing the grabbed one and start attacking the one who threw the punch.
Just a minute, did you declare another slamstart2 in the custom attack animation?
After player grabbed an enemy with either slamstart function, you don't need to run slamstart again in custom attack animation
Whenever I use slamstart my enemy gets free to move, it won't happen with slamstart2, what am I missing?
I think it's because in the former, enemy isn't grabbed yet. I believe the slam attempt must've been failed when enemy moves after the attempt