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Author Topic: River City Ransom Zero  (Read 11716 times)

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Offline Bloodbane

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Re: River City Ransom Zero
« Reply #30 on: April 14, 2011, 10:45:21 pm »
 Unfortunately no. The easiest way to set chain combo is by using cancel command like this:

Quote
anim follow2
   delay   8
   offset   170 302
   bbox   129 60 88 244
   cancel   5 5 0 A2 freespecial4
        sound   data/chars/kenshiro/ah.wav
        frame   data/chars/kenshiro/lkick1.png
   bbox   76 65 105 239
        frame   data/chars/kenshiro/lkick2.png
        frame   data/chars/kenshiro/lkick3.png
   attack  176 174 110 85 10 0 0 0 10
        frame   data/chars/kenshiro/lkick4.png
   attack  0
        frame   data/chars/kenshiro/lkick5.png
        frame   data/chars/kenshiro/lkick5.png

anim freespecial4
   delay   10
   offset   170 302
   bbox   80 55 97 250
   cancel   4 4 0 A2 freespecial5
        sound   data/chars/kenshiro/ah.wav
        frame   data/chars/kenshiro/hkick1.png
   bbox   45 78 100 226
        frame   data/chars/kenshiro/hkick2.png
   attack4 143 80 156 51 10 0 0 0 10
        frame   data/chars/kenshiro/hkick3.png
   attack  0
   bbox   80 55 97 250
        frame   data/chars/kenshiro/hkick4.png
        frame   data/chars/kenshiro/hkick4.png
...

 Unlike default combo, this combo can be activated without hitting anything, ala SoR3.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #31 on: April 14, 2011, 11:32:22 pm »
without hitting button?

so it's like using follow? if the kick connects, it plays the determinated follow# animation

Offline Bloodbane

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Re: River City Ransom Zero
« Reply #32 on: April 15, 2011, 12:07:12 am »
 No, if kick button is tapped, the whole kick combo will be performed even though none of attacks hit anything.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #33 on: April 15, 2011, 01:37:05 am »
found a bug: If I press kick button during faint animation, it don't do anything.

Offline Bloodbane

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Re: River City Ransom Zero
« Reply #34 on: April 15, 2011, 06:32:10 pm »
 Hmm... yes, the keyall script doesn't do the check in FAINT animation.

 This is the line of code to check current animation:

Code: [Select]
  if((anim == openborconstant("ANI_IDLE") || anim == openborconstant("ANI_WALK") || anim == openborconstant("ANI_RUN")) && a == base  && (openborvariant("elapsed_time") - getindexedvar(player) >= 35 || !getindexedvar(player)))
  {
...

 To include FAINT, it should be expanded to:

Code: [Select]
  if( ( anim == openborconstant("ANI_IDLE") || anim == openborconstant("ANI_FAINT") || anim == openborconstant("ANI_WALK") || anim == openborconstant("ANI_RUN") ) && a == base  && ( openborvariant("elapsed_time") - getindexedvar(player) >= 35 || !getindexedvar(player) ) )
  {
...
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #35 on: April 16, 2011, 12:24:34 pm »
Thanks! it works, but have another problem:
when turn around, it doesn't work right away, for example: I'm facing right, I press left arrow for the char to turn left but when tapping kick doesn't work, I have to press the button more than once.

Offline Bloodbane

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Re: River City Ransom Zero
« Reply #36 on: April 17, 2011, 04:16:24 am »
 Ah yes, I forgot to tell you about the time response.
 There's this line from the script:

Quote
... if((anim == openborconstant("ANI_IDLE") || anim == openborconstant("ANI_WALK") || anim == openborconstant("ANI_RUN")) && a == base  && (openborvariant("elapsed_time") - getindexedvar(player) >= 35 || !getindexedvar(player)))
...

 35 defines how long player must wait after pressing any direction keys before kicking. It's about 17.5 centiseconds if I'm not mistaken.
 Playing with this value should solve your problem but you might need trial n error. The bigger the value, the harder to perform basic kick but easier to perform kick freespecial. The smaller the value, the easier to perform basic kick but harder to perform kick freespecial cause basic kick override it.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #37 on: April 17, 2011, 05:03:25 am »
Thanks BloodBane!! I will try that later!

I was currently working on this  ;):




just ignore the drum, was just for testing

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #38 on: April 19, 2011, 11:30:45 pm »
How can I remove the "run amination" from a weapon??

take as an example the "weapon" of the screen of my previous post... if the char "run", it plays kunio's normal run, of course is easy to just put the walk animation to make it into a "run animation" that fits, but I just don't wish a "run animation" for this weapon.


Offline NickyP

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Re: River City Ransom Zero
« Reply #39 on: April 20, 2011, 03:11:08 pm »
So you don't want a running animation on the weapon?

You can't remove it, but you can work around it. Make running speed the same number as speed. Then, copy/paste anim walk, and name it anim run. The player will never know the difference.  ;)

Offline Damon Caskey

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Re: River City Ransom Zero
« Reply #40 on: April 20, 2011, 03:15:09 pm »
Actually, you can. Modelflag is made to deal with situations like this. Modelflag 1 will prevent copying of animations, so only the animations you designate in the weapon will be available to the weapon.

DC
« Last Edit: April 20, 2011, 03:18:13 pm by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #41 on: April 20, 2011, 08:38:44 pm »
So you don't want a running animation on the weapon?

You can't remove it, but you can work around it. Make running speed the same number as speed. Then, copy/paste anim walk, and name it anim run.

It's a nice trick, didn't know you can change the speed of the running animation. Now I can alter the speed of run animation when grabbing a drum!! And yes, Kunio riding a bike looked strange "running".

Actually, you can. Modelflag is made to deal with situations like this. Modelflag 1 will prevent copying of animations, so only the animations you designate in the weapon will be available to the weapon.

DC
This is exactly what I needed, so no more copying same animations to "neutralize" some of the unarmed char on the weapon model!! already tried and works just fine!

ohh btw, modelflag doesn't appear on the Wiki tag, but it appears on the Openbor Manual on the forum.

thanks to both of you  ;)

another question: I have anim UP and anim DOWN, it's the same anim idle when the player moves up and down, but when the player moves up+left, up+right, down+left, down+right (I mean on diagonal) I wish to play regular walk animation. there's a trick for this?  didn't find "diagonal walk" on the manual

Offline NickyP

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Re: River City Ransom Zero
« Reply #42 on: April 20, 2011, 11:03:01 pm »
Actually, you can. Modelflag is made to deal with situations like this. Modelflag 1 will prevent copying of animations, so only the animations you designate in the weapon will be available to the weapon.

DC

Oooh, I did not know about this command. This'll make things a lot easier, thanks DC!  :cheers!:

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #43 on: April 25, 2011, 06:15:41 am »
Quote
another question: I have anim UP and anim DOWN, it's the same anim idle when the player moves up and down, but when the player moves up+left, up+right, down+left, down+right (I mean on diagonal) I wish to play regular walk animation. there's a trick for this?  didn't find "diagonal walk" on the manual

problem:
when I change "attack2" to "attack27" on grabdown, it doesn't hurt the enemy... and checking on obeditor, it even cut the animation.

and yes, I hae maxattacks 40 and maxattacktypes 40 on models.txt

just in case:
Spoiler
anim  grabdown
      delay  10
      offset  43 75
      bbox  34  47  15  28
      attack27  40  53  12  19  5  0
   frame  data/chars/kunio/18.gif
      bbox  35  50  16  24
      delay  5
      attack27  0  0  0  0  0  0
   frame  data/chars/kunio/89.gif
      delay  15
      attack27  47  58  14  18  0  0
   frame  data/chars/kunio/92.gif
      delay  10
      attack27  48  59  13  15  5  0
                dropv      -200 3 0
                forcedirection -1
                otg  1
   frame  data/chars/kunio/92.gif
      attack27  0  00  0  0  5  0
   frame  data/chars/kunio/91.gif
      delay  15
      attack27  48  63  11  12  0  0
   frame  data/chars/kunio/90.gif
      attack27  45  60  14  14  5  0
      delay  10
   frame  data/chars/kunio/90.gif
      attack27  0  0  0  0  5  0
   frame  data/chars/kunio/89.gif
      attack27  0  0  0  0  0  0
   frame  data/chars/kunio/92.gif
      attack27  46  59  15  15  5  1
                dropv      -200 3 0
                forcedirection -1
   frame  data/chars/kunio/92.gif
   frame  data/chars/kunio/91.gif
      attack27  43  59  15  16  0  1
   frame  data/chars/kunio/90.gif
   frame  data/chars/kunio/18.gif

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #44 on: April 26, 2011, 12:38:31 am »
while still having the issues wrote on my previous post, here goes another smll video:
http://www.youtube.com/watch?v=khGj5iC98Ig#

note that is only for showing the moves and weapons, enemy AI will be changed after.
also its looks a bit choppy, but on actual gameplay it moves smoother.

 



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