Welcome, Guest. Please login or register.

What openbor you prefer: Double dragon,battletoads or final fight !? by lirexpatrio
[December 07, 2012, 07:15:27 pm]


what are your favorite games OpenBOR?! by lirexpatrio
[December 07, 2012, 07:09:46 pm]


Post Some Awesome Videos by maxman
[December 07, 2012, 05:51:39 pm]


Can @cmd playmusic "aaaa" 1 also increse music sound ? by BeasTie
[December 07, 2012, 05:24:38 pm]


Streets of Rage: Silent Storm by mtrain
[December 07, 2012, 03:45:05 pm]


Site will be down for maintenance on 12/8/2012 thru 12/10/2012 by Damon Caskey
[December 07, 2012, 07:42:42 am]


Cancelled SOR 3d Remake by riccochet
[December 07, 2012, 03:58:33 am]


Dungeon Fighter: B.O.R. by msmalik681
[December 07, 2012, 03:24:27 am]


[TUTORIAL] How to create 4 Games of OpenBOR in 1 CD (650 MB) by magggas
[December 06, 2012, 09:46:25 pm]


custknife by Bloodbane
[December 06, 2012, 09:34:09 pm]


blockfx help by B.Kardi
[December 06, 2012, 04:09:14 pm]


street of age 4 hd by corradlo
[December 06, 2012, 01:41:36 pm]


ClaFan - Classic Fantasy ver 1.17 by soniczxblade
[December 06, 2012, 05:01:20 am]


Bug Archive by Bloodbane
[December 06, 2012, 02:00:44 am]


"Bio-Doom" and "Gears of Doom" by BulletBob
[December 05, 2012, 10:07:21 pm]


Contra Locked 'N' Loaded v2 by Bloodbane
[December 05, 2012, 09:39:43 pm]


Downloadable OpenBoR Manual by BeasTie
[December 05, 2012, 08:31:24 pm]


Having trouble testing changes by B.Kardi
[December 05, 2012, 03:05:53 pm]


DragonBall Absalon by msmalik681
[December 05, 2012, 02:52:13 pm]


[Hi-Res] Swamp by Vibrant
[December 05, 2012, 10:47:14 am]


  • Dot Guests: 157
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.



Author Topic: A question about slamming  (Read 2428 times)

0 Members and 1 Guest are viewing this topic.

Offline Goliath

  • Jr. Member
  • **
  • Posts: 68
Re: A question about slamming
« Reply #15 on: August 21, 2012, 07:29:17 am »
Sorry didnīt quote but i was referring to the 8 cmd limitation, i need to use more than 8 on slam animations specially for enemy position.

On the other hand iīm trying to make haggar throws like in the original final fight game where you can cancel the attack chain with throw. So i set cancel on attack anim and then used slamstart2 which donīt need grabbed status for throwing, but the problem is that he grabs the opponent from any position or distance, is there some range check script for slams?

Something like: if opponent is on x range then slamstart2 if not nothing.
« Last Edit: August 21, 2012, 10:22:17 am by Goliath »

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: A question about slamming
« Reply #16 on: August 21, 2012, 10:57:14 pm »
 Oh I missed that, actually I meant 8 @cmd per FRAME not animation.
 So feel free :)!

Quote
but the problem is that he grabs the opponent from any position or distance,

 That's exactly what I meant by using wrong script. The checkgrab function you are using has no distance check. It doesn't even check if opponent died or not before grab.
 Air grab and running grab are harder to make since modders have to make their own check before slam.
 In Crime Buster v2.5, I check for this:
- distance
- enemy status (dead or not)
- enemy type (to avoid grabbing bikers etc)
- touched opponent (to avoid grabbing obstacle)

 After all of these are acknowledged, slam/throw is performed. If one or more is not acknowledged, slam/throw is cancelled AND other animation is played instead.

 So the answer to your question is, I don't have function which checks such distance. IMO the method I already use is sufficient.
 BTW you need to define what animation to play in case Haggar 'failed' to grab cancel.
« Last Edit: August 21, 2012, 11:23:29 pm by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline jonsilva

  • Full Member
  • ***
  • Posts: 116
Re: A question about slamming
« Reply #17 on: September 02, 2012, 06:16:39 am »
i just removed grabcheck / antiwall / anti / and keymove 0.7 from the slam

this is how the slam looks now
Code: [Select]
anim grab
delay 20
attackone 0
offset 55 145
jumpframe 2 4
landframe 9
quakeframe 9 1 8
sound data/sounds/grab.wav
frame data/chars/2maskguy3/slam01.gif
frame data/chars/2maskguy3/slam01.gif
delay 5
@cmd slamstart
@cmd position 7 40 12 -1 -1
frame data/chars/2maskguy3/slam01.gif
frame data/chars/2maskguy3/slam01.gif
delay 10
@cmd position 5 35 155 -1 -1
frame data/chars/2maskguy3/slam02.gif
@cmd position 8 0 135 -1 -1
frame data/chars/2maskguy3/slam03.gif
@cmd position 8 -20 135 -1 -1
frame data/chars/2maskguy3/slam04.gif
delay 20
@cmd position 6 30 95 -1 -1
frame data/chars/2maskguy3/slam05.gif
delay 1000
move -15
attack4 85 70 57 95 5 1 1 0 0 0
@cmd position 6 50 45 -1 -1
frame data/chars/2maskguy3/slam06.gif
move 0
delay 10
sound data/sounds/beat3.wav
        @cmd    spawn01 "Flash" 47 44 1
frame data/chars/2maskguy3/slam06.gif
delay 5
attack 0 0 0 0
@cmd depost 0
@cmd finish 25 2 -2 2.5 0 0
frame data/chars/2maskguy3/slam06.gif
delay 14
frame data/chars/2maskguy3/slam07.gif
frame data/chars/2maskguy3/slam08.gif
offset 106 192
frame data/chars/2maskguy3/rise8.gif
frame data/chars/2maskguy3/rise9.gif
frame data/chars/2maskguy3/rise10.gif


but theres is still a bug with the slam it happens when the player dies all lives and continues with the credits.. after this the slam stops working, the enemy performs the slams but player doesnt play any animation



ive just used ( @cmd    clearL ) at the end of the slam at it works now

   frame   data/chars/2maskguy3/rise8.gif
   frame   data/chars/2maskguy3/rise9.gif
   @cmd    clearL
   frame   data/chars/2maskguy3/rise10.gif


do you know if pain7 is being used for the slam ? like fall7 is


« Last Edit: September 02, 2012, 06:58:39 am by jonsilva »

Offline Goliath

  • Jr. Member
  • **
  • Posts: 68
Re: A question about slamming
« Reply #18 on: September 02, 2012, 07:34:34 am »
That's exactly what I meant by using wrong script. The checkgrab function you are using has no distance check. It doesn't even check if opponent died or not before grab.

Iīm not using checkgrab function, what i was trying to say is that i realize the animation i was using (cancel in grab) was wrong thanks to the grabcheck function.

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: A question about slamming
« Reply #19 on: September 03, 2012, 12:36:17 am »
Quote
do you know if pain7 is being used for the slam ? like fall7 is

 No. I can't use PAIN7 to avoid conflict with FALL7.
 Anyways, now that you got the basics, I'll explain what the optional effects are for:
- antiwall: this function is to avoid slamming/throwing opponent inside wall
- attackbox: like any attackbox, it is for attacking. BUT it is for other opponent not the one grabbed
- keymove: player only script. It's to allow player to move during slam or any animation actually by holding direction key
- entergrab: this function is used in air grabs

Quote
i realize the animation i was using (cancel in grab) was wrong thanks to the grabcheck function.

 The correct way to do it with Crime Buster v2.5 script is like this:
 1st in cancel attack (Haggar's slam), it only consists of grabbing frame with attackbox with 0 damage (unblockable mostly). This attackbox has followup say FOLLOW1 if it connects. Attackbox only lasts for couple frames when Haggar is in grabbing poses. The last frames are when he failed in grabbing.
 2nd, if it does connect, FOLLOW1 plays very short animation with grabcheckG in it. grabcheckG checks if the last hit opponent is valid. If he/she/it is invalid, animation will be changed to grab failed animation.
 If he/she/it is valid, slam/throw animation is played. From here, it's similar to any slam/throw animations.

 The purpose of all of this checks is to guarantee stability of slam/throw i.e avoid grabbing dead enemy & avoid grabbing obstacle.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline jonsilva

  • Full Member
  • ***
  • Posts: 116
Re: A question about slamming
« Reply #20 on: September 03, 2012, 08:28:24 am »
Quote
No. I can't use PAIN7 to avoid conflict with FALL7
this means if i had an anim pain7 and attack7 i had to change them to pain10 attack10?

also can you tell me what the ClearL does ?

and the spawner ?
« Last Edit: September 03, 2012, 08:37:42 am by jonsilva »

Offline jonsilva

  • Full Member
  • ***
  • Posts: 116
Re: A question about slamming
« Reply #21 on: September 03, 2012, 07:19:54 pm »
hi
blood bane check the tutorial see if everything is ok

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: A question about slamming
« Reply #22 on: September 04, 2012, 11:45:16 pm »
 Ack, I don't have proper program to open the tutorial, sorry :).

Quote
this means if i had an anim pain7 and attack7 i had to change them to pain10 attack10?

 Yes

Quote
also can you tell me what the ClearL does ?

 It's basic use is to clear all local variables. Players and enemys have their own usages.
 For both, it is to clear latest grabbed opponent.
 For player, it is also to clear running and grabbed status. I use these 2 status to make running special and antigrab feature respectively.
 For enemy, it is also to clear latest targetted player for 3D targetted attack.

Quote
and the spawner ?

 Originally it is just simply spawn function which spawn other entity. But for spawner, it has extra feature setting the spawner entity as parent to spawned entity.
 This is not easy to tell in detail since I forget why I used this.

 Anyways, if you want to put in tutorial, put spawn01 instead cause this one is basic and it doesn't have that feature.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline jonsilva

  • Full Member
  • ***
  • Posts: 116
Re: A question about slamming
« Reply #23 on: September 05, 2012, 04:37:06 pm »
i correct a few things
and added some, but there are missing some descriptions in commands i still didint try

theres also missing the (attackone) and (stop)

if you can see the document you could add more new commands that you could know of

ive change the extension to pdf
to view the document you can use https://viewer.zoho.com/home.do
and upload the pdf file from your computer


Quote
That's for now. I'll go with optional functions some time later.
 Though, I need to mention that keymove, stop and spawn01 are not related to slam/throw at all. These 3 functions can be used elsewhere.


thanks bloodbane
i will post the tutorial with the corrections as soon as possible
it will make it simpler for beginners to start making costum grab attacks

i will also try to add new commands, when i try them

tutorial
http://lavalit.com:8080/index.php/topic,7011.msg96151.html#msg96151
« Last Edit: September 12, 2012, 04:28:54 pm by jonsilva »

Offline Bloodbane

  • Hero Member
  • *****
  • Posts: 7113
  • Dark Dragon
Re: A question about slamming
« Reply #24 on: September 06, 2012, 12:01:28 am »
 Thanks, I'll read it later.

 There's one optional feature which is combined with mandatory function. It is the one and only parameter of depost.
 As I posted before, depost is for releasing grabbed opponent. It's enough like that.
 The parameter defines if released opponent is grounded or not. Sound odd but during slam/throw, sometimes opponent is placed under ground. You can see this happen when it's relative altitude in position function is negative.
 If opponent were released and slammed/thrown without grounding 1st, the bounce or thrown effect will be disrupted by engine's grounding system breaking what's set before :(.
 So to avoid this, setting that parameter to 1 will restore opponent's altitude to 0 and prevent that disruption.

 However, leave this parameter to 0 if you don't get this case.
 HTH

(some time later)

I have read the tutorial and I have some important corrections.
 But before that, actually FALL7 is not a must but since it's hardcoded in scripts and we have freedom to set number of attacktypes in our mod, let's just keep it that way.

 1st, pain or reaction images in FALL7 can be anything and in any order. You can have shorter or longer order than mine. You can define same or different images than mine. But whatever you have, you must be consistent and use same rule for everyone.

 2nd, attackone 0, is to allow attackbox in animation to hit other enemies. By default, it doesn't in GRAB animations. If you set slam/throw in other animations than GRAB, you won't need this at all.

 3rd, about position, you need to mention that this can be repeated in different frames to animate slam/throw.
 Okay, something more important than that is the 5th parameter is wrong!
 It does control facing but it works like this:
 0 = no change
 1 = same direction as slammer/thrower
 -1 = opposite direction as slammer/thrower
 2 = always right
 -2 = always left
 I never used 0 cause opponent's facing direction is always forced. I don't use 2 and -2 either cause slammer/thrower's facing direction is not certain.
 Simply put just use either 1 or -1

 4th, finish function is like this:
finish(int Damage, int Type, int x, int y, int z, int Face)

 1st parameter is slam damage as you mentioned
 2nd parameter defines which FALL animation slammed opponent will play after slammed.
In Crime Buster v2.5, there are only 2 accepted values:
 1 = Opponent plays FALL animation after being slammed
 2 = Plays FALL9 animation
 If you look at character's FALL9's, it plays a simpler version of fall animation. This is for Suplex and most slam animation in which slammed opponent plays fallen poses

 3th, 4th & 5th are same as you typed: X Y and Z velocities respectively

 6th parameter defined facing direction but it works like this:
 0 = Doesn't change opponent's direction
 1 = Flip opponent's direction

 Throw function is similar to finish function above except for 2nd parameter there's another accepted value:
 3 = Plays FALL2 animation
 Some enemies have FALL2 animation in which they auto recover from being thrown.

 That's for now. I'll go with optional functions some time later.
 Though, I need to mention that keymove, stop and spawn01 are not related to slam/throw at all. These 3 functions can be used elsewhere.

 Regardless of those correction, I should say thank you for making this tutorial :). I didn't make such myself before cause I don't think the scripts I have is the best. I was planning to update the scripts but it turns out I went to '2D world' and left them here like this.
« Last Edit: September 06, 2012, 11:12:49 pm by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Damon Caskey

  • Hero Member
  • *****
  • Posts: 5335
    • The Gorge
Re: A question about slamming
« Reply #25 on: September 07, 2012, 08:26:55 am »
Bloodbane, now that I've read this, I can see our slam systems are actually pretty similar. There are a few differences, but the basic concept is still the same. You covered the main things people tend for get about very well. You even covered the release state and dealing with walls - two easily forgettable but very important issues.

The former is very important IMO, because a lot of slam systems do not pay any attention to the opponents release state. It just looks silly when a guy gets slammed on his head but then goes instantly to a generic falling backward animation. Even professional games make that mistake quite a bit.

I still prefer my own because it's a bit more streamlined, includes the run time grapple editor and also supports things like grabbing multiple targets at once and performing alternate slams when near walls/obstacles, but you've but together a very nice system. Kudos to you!

 :cheers!:

DC
« Last Edit: September 07, 2012, 08:29:24 am by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline Goliath

  • Jr. Member
  • **
  • Posts: 68
Re: A question about slamming
« Reply #26 on: September 08, 2012, 08:52:20 pm »
Canīt find "key0006.h" for debug mode... :(

Quote
Script error: data/scripts/debu0001.c, line 2: unable to open file 'data/scripts/com/key0006.h'
#include "data/scripts/com/key0006.h"   //Selection increment.

Also, bind0010 function gives an error:
Quote
I'm sorry, it appears the page you requested does not exist. Check to make sure your address (/wp-content/uploads/2011/02/script_bind0010_2011_04_21.h) is correct.

but you posted it here: What is the difference between get(set)indexedvar and get(set)globalvar?

Offline mtrain

  • Sr. Member
  • ****
  • Posts: 434
    • Ellunare | Art&Design | 2011
Re: A question about slamming
« Reply #27 on: November 14, 2012, 07:57:29 am »
Guys, i have a problem with the enemy slam attack:

here is the grab animation:

Spoiler
anim    GRAB
   delay   40
   attackone   0
   offset   360 320

        frame   data/chars/enemy/125.gif
   delay   7
@cmd   slamstart
@cmd    position 0 170 250 -1 0
   frame   data/chars/enemy/126.gif
@cmd    antiwall 50 -10 -1
@cmd    position 0 170 290 -1 0
      delay  50
   frame  data/chars/enemy/127.gif
@cmd    antiwall 50 -10 -1
@cmd    position 2 175 175 -1 0
      delay  7
   frame  data/chars/enemy/128.gif
@cmd   antiwall 50 -10 -1
@cmd    position 2 175 0 -1 0
   frame  data/chars/enemy/129.gif
      delay  50
@cmd    depost    0
@cmd    finish    40 1 -5 5 0 0
   frame  data/chars/enemy/129.gif
      delay  7
        @cmd    clearL
   frame  data/chars/enemy/130.gif
   frame  data/chars/enemy/131.gif
      delay  90
   frame  data/chars/enemy/101.gif

Also enemy have 3 normal attacks. The problem is when i delete 3 attacks and leave only grab, it works fine, but when enemy have grab and another attack moves, when he grabbing a player, it is instantly perform another attack, not grab. And sometime player just binding to an enemy, so the enemy walks with binded player :oops:

Thank you)
Current projects:


My WORKS // http://ellunare.deviantart.com/

Offline volcanic

  • Hero Member
  • *****
  • Posts: 706
  • Nobody
Re: A question about slamming
« Reply #28 on: November 14, 2012, 08:53:29 am »
Entity header

grabfinish 1

Offline mtrain

  • Sr. Member
  • ****
  • Posts: 434
    • Ellunare | Art&Design | 2011
Re: A question about slamming
« Reply #29 on: November 14, 2012, 09:17:47 am »
ooh.. :doh!: so simple))

volcanic, thank you!  :cheers!:
Current projects:


My WORKS // http://ellunare.deviantart.com/

 



 0%




SimplePortal 2.3.3 © 2008-2010, SimplePortal