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Author Topic: strange issue with falling animation + counter attack  (Read 241 times)

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Offline Pierwolf

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strange issue with falling animation + counter attack
« on: November 10, 2012, 05:28:32 am »
hi everybody

i'm stucking with a strange bug, but cant' understand if it's me that i'm doing something wrong, or is an engine problem.
anyway, i want to make a counter attack when the player is recieving a knockdown attack and is falling in mid air

this is the code of the falling animation:


Code: [Select]
anim fall1
cancel 0 1 0 a3 freespecial17 # cancel jump release attack
landframe 2
loop 0
offset 209 233
bbox 223 163 34 75
sound data/chars/slayer/voice/pain.wav
delay 24
frame data/chars/slayer/fall01.gif
delay 999
frame data/chars/slayer/fall02.gif
bbox 0 0 0 0
sound data/sounds/FALL.wav
delay 8
frame data/chars/slayer/fall01.gif
delay 4
frame data/chars/slayer/fall02.gif
delay 8
frame data/chars/slayer/fall01.gif
delay 4
frame data/chars/slayer/fall02.gif
delay 1
frame data/chars/slayer/fall03.gif
      
and here it is the code of the counter attack:


Code: [Select]
anim freespecial17 # Cancel jump release attack
jumpframe 0 0 -1
landframe 3
load counter
subentity counter
summonframe 0 0 0 0 0
unsummonframe 999
load reles
custknife reles
throwframe 6
jugglecost 1
loop 0
offset 209 233
bbox 0 0 0 0
hitflash slash1
hitfx data/chars/slayer/effects/hit04.wav
delay 1
sound data/chars/slayer/voice/sa1.wav
frame data/chars/slayer/jump103.gif
delay 8
frame data/chars/slayer/jump104.gif
delay 999
frame data/chars/slayer/jump105.gif
delay 12
frame data/chars/slayer/jump101.gif

delay 5
sound data/chars/slayer/voice/frsp03.wav
frame data/chars/slayer/sp101.gif
frame data/chars/slayer/sp102.gif
sound data/sounds/slash03.wav
delay 5
# attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}
attack1 89 136 239 120 15 1 0 0 40 15
frame data/chars/slayer/sp103.gif
frame data/chars/slayer/sp104.gif
frame data/chars/slayer/sp105.gif
attack1 0 0 0 0 0 0 0 0 0 0
delay 45
frame data/chars/slayer/sp106.gif

      
pratically, when the player is falling, hitting a3 button, i want it to land safely and perform an attack (freespecial17), and this work fine.

the problem is, when the player safely land and perform his attack, not only the attack strangely miss (as the hitbox doesn't exsist), but the player is stuck in idle animation without being able to move at all. other than this, when the player is hit again, even if the enemy's attack is not a knockdown attack, the player goes in fall animation anyway.

anyone has a solution for this strange issue?

i'm using the latest release (OpenBOR v3.0 Build 3727).

thanks in advance!
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline utunnels

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Re: strange issue with falling animation + counter attack
« Reply #1 on: November 10, 2012, 10:20:35 am »
There's no attack logic in fall animation by default, so you'll need to patch it with some script.

For example,  change aiflag drop and falling to 0 in freespecial17.


Offline Pierwolf

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  • Posts: 348
    • Pierwolf's Magic chamber of abstract theories about relativity of Karma and metempsychosis
Re: strange issue with falling animation + counter attack
« Reply #2 on: November 10, 2012, 11:50:22 am »
mmm... can you please give me an example, utunnels?
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline utunnels

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Re: strange issue with falling animation + counter attack
« Reply #3 on: November 10, 2012, 12:40:29 pm »
Something like this:

anim     freespecial17
    ....
    @cmd changeentityproperty getlocalvar("self") "aiflag" "drop" 0
    @cmd changeentityproperty getlocalvar("self") "aiflag" "falling" 0
    frame ......

Offline Pierwolf

  • Sr. Member
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  • Posts: 348
    • Pierwolf's Magic chamber of abstract theories about relativity of Karma and metempsychosis
Re: strange issue with falling animation + counter attack
« Reply #4 on: November 11, 2012, 03:36:43 am »
Something like this:

anim     freespecial17
    ....
    @cmd changeentityproperty getlocalvar("self") "aiflag" "drop" 0
    @cmd changeentityproperty getlocalvar("self") "aiflag" "falling" 0
    frame ......


understood.
thanks a lot for the help, utunnels!  :cheers!:
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

 



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