Prevent direction change during jumpattacks (TMNT 2 style)

mersox

Active member
Apologies if this already exists in the forum, or if I'm overcomplicating things.

I am a big fan of being able to move freely while jumping (jumpmove 3 or 5) but it looks and feels weird when the ability to change speed and direction mid-jump affects flying kicks and other jumpattacks. To remedy this, I now add the following script to the animationscript of my characters:

I also add noaircancel 2 to my characters but your mileage may vary.

void main()
{ //make jumpattacks not able to flip horizontally or change speed
void self = getlocalvar("self");
int anim = getentityproperty(self, "animationid");

if((anim == openborconstant("ANI_jumpattack")) || (anim == openborconstant("ANI_jumpforward")) || (anim == openborconstant("ANI_runjumpattack"))){
changeentityproperty(self, "aiflag", "jumping", 0); // Disable jumping status
}

}
 
Back
Top Bottom