magggas
Active member
Mr.Q! said:Sup man.
You know I'm having issues with this attack animation which contains "cmd bind" it works pretty well, but if an enemy tries to attack me while I'm hitting another one, sometimes that other enemy will get binded and never released until I get hit. Even by having "attackone 1" in those attacks anims, they still get randomly attached to me.
Hey man!
Well, in this case the issue is that you builded your grabbing system with just the @cmd bind and @cmd forceanim. The problem with them is they are only good for some very basic stuff. Instead you should have using Bloodbane's Grab/Slam script system which is taking care of such issues and more. There are a lot of tutorials about it in the forum
Mr.Q! said:...
As you can see, they want you to get surrounded, attacking one at a time. Any ideas? Thanks in advance
Now about this.. i actually was looking for long time for an opportunity to talk about it. This because i always thought this is missing from OpenBOR overal (engine/games), but in my opinion it is a very important thing for beat 'em ups. I know that a GOOD AI bevhavior is one of the hardest/complex things to code, but i feel like the AI options we have on OpenBOR are very basic to near horrible.
That's okay, but for me the real "problem" is that the engine does not provide many code options to make it easy to code this Queueing system. Or at least i think so. I hope i'm wrong on this ???
Okay, now about to how to script this Queueing system, i found this:
https://gamedevelopment.tutsplus.com/tutorials/building-a-beat-em-up-in-game-makercombo-attacks-more-ai-and-health-pickups--cms-26471
Now this is not for OpenBOR but it is still very interesting to see how this Queueing system works and its logic and this maybe will help some people with good script knowledge to bring this AI behavior to OpenBOR.
I hope that will somehow help my friend :-\