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Author Topic: jump cancel  (Read 533 times)

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Offline msmalik681

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jump cancel
« on: March 11, 2012, 05:36:39 pm »
I know when you use special as a cancel button for air attacks you lose your momentum but should this happen when you use jump as a cancel button too ?

build 3671

Offline utunnels

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Re: jump cancel
« Reply #1 on: March 11, 2012, 08:36:35 pm »

Offline utunnels

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Re: jump cancel
« Reply #2 on: March 11, 2012, 09:37:42 pm »
OK, I just checked, this also happened in old builds. So it is not really a bug.

But you are right, an option should be nice, maybe we can discuss it later.

Offline msmalik681

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Re: jump cancel
« Reply #3 on: March 12, 2012, 04:06:34 pm »
I don't understand why the engine works like this if people wanted to stop all momentum in a air animation they could just use the "stop" script but there is no script to get back the momentum once lost.

I want to dispute this as in my game i want to have some good and more important simple air combos repeatedly hitting the jump button for air combos seems not just simple and relevant please tell me there is a way around this  :praying:

Offline MatMan

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Re: jump cancel
« Reply #4 on: March 12, 2012, 04:15:46 pm »
Very easy....

Code: [Select]
// Script for using 4 attack buttons.
#include "data/scripts/aniScp.c"

void main(){
  // get variables ready
  int player = getlocalvar("player");
  int keyTimer = 82; //System index variable TODO:Add for other players
  void self = getplayerproperty(player, "ent");
  int anim = getentityproperty(self, "animationid");
  float a = getentityproperty(self, "a");
  float base = getentityproperty(self, "base");
  //Single Attack Buttons
  if ( (anim == openborconstant("ANI_IDLE")
     || anim == openborconstant("ANI_WALK")
     || anim == openborconstant("ANI_RUN")
     || anim == openborconstant("ANI_Faint") ))
   {
    if(playerkeys(player, 1, "attack2")) {
      tossself(0, 0, 0, 0);
      performattack(self, openborconstant("ANI_freespecial3"), 1);
    }
    if(playerkeys(player, 1, "attack3")) {
      tossself(0, 0, 0, 0);
      performattack(self, openborconstant("ANI_freespecial1"), 1);
    }
    if(playerkeys(player, 1, "attack4")) {
      tossself(0, 0, 0, 0);
      performattack(self, openborconstant("ANI_freespecial4"), 1);
    }
  }
}

Create a file and you'll need a copy of my aniscp.c file aswell and then link your playable character key file in it header(keyscript    data/scripts/key/keyfile.c)

Change the ANI_IDLE,walk etc to ani_jump and remove the tossself (which stops you) command then you will maintain momentum.

Offline msmalik681

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Re: jump cancel
« Reply #5 on: April 25, 2012, 04:59:54 pm »
is any even simpler way to do it ?

 



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