quake move

msmalik681

OpenBOR Developer
Staff member
I want to make a move like "goro daimon" from kof when he hits the floor if your not jumping or somehow off the ground your get knocked down what is the best way to do this ?
 
I can be wrong, but I think its a matter to make a very extensive attack box, wery wide at the Z plane too if you wanna make it to hit all the floor, but very small at height.

or you can use a smartbomb, but it would hit the whole screen, not only on ground enemies.
 
Run a loop through the entity collection and apply a damage effect. Simple and stable. It would also let you check to make sure the entity is touching the ground.

DC
 
Damon Caskey said:
Run a loop through the entity collection and apply a damage effect. Simple and stable. It would also let you check to make sure the entity is touching the ground.

DC

sorry you lost me there !

tried the attack box method but the z range wont stretch it just moved the attack box up or down !
 
I'm refering to using script. You can run a loop that checks every entity. You then evaluate whther or not you wan to knock them down (i.e. type of enemy, standing on the ground, etc.). There shoould be some examples around of how to do this.

It's the only fully stable way; tricks like making a huge attack box are just going to cause all kinds of headaches, as you will quickly discover.

DC
 
that attack box will hit characters when theyre in air too, also Z value in attack command is buggy, it doesnt expand properly and goes more below you, i think its best to script this and check all onscreen characters if they're on the ground.
 
I agree with bWWd, do not use single attackbox to replicate quake effect. The z width of attackbox is not same as z axis of playing field.

Script is good way but make sure the script doesn't attack decoration or other entities which aren't supposed to be taken into account.

For myself, to make quake attack I usually shoot 2 invisible 'projectiles' with low height but very long width attackbox, one goes back and the other goes front.
This method can modified to use non invisible projectiles instead.
 
tried the attack box method again and if i can get it to stretch then it cant be jumped over so that wont work.  the only way I can think to make this work is to add a "if" condition in every grounded animation and when a variable it set to 1 have it force the player in to damage/fall animation but it is a very long way to work it my next option seems to be giving up on the move  :'(
 
Well you can try this Shockwave:

name         ShWave
speed          0
type         none
nolife          1
remove          0
candamage      enemy obstacle
lifespan        3

anim idle
delay 10
offset 0 0
attack -400 -10 800 12 50 1 1 1
        dropv  3 0 0
frame data/chars/misc/empty.gif

You need to fire 2 of this, one goes back and one goes front like this:

@cmd shooter "ShWave" 0 0 0 0 0 -0.5
@cmd shooter "ShWave" 0 0 0 0 0 0.5
frame ...

Check Beastie's helpful link for the script for this.

BTW speaking of script, there's one thing you need to consider before attempting making script based quake: bbox.
With script, quake attack will also hit opponents whose bbox is inactive while the above solution can't.

If you want quake to hit opponents no matter their bbox is active or not, use script based quake but if not just use above solution.

HTH
 
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