O Ilusionista
Captain 100K
Yeah, I so agree with this. Pretty much, this could be added to all attacks unless you want the enemy to flip over you.I can see no 'forcedirection -1' present on certain attacks that should have,
Yeah, I so agree with this. Pretty much, this could be added to all attacks unless you want the enemy to flip over you.I can see no 'forcedirection -1' present on certain attacks that should have,
I can see no 'forcedirection -1' present on certain attacks that should have, unless it's intentional that enemies fall the opposite direction the players' attacks are going.
You might like to take a look into tha
Yeah, I so agree with this. Pretty much, this could be added to all attacks unless you want the enemy to flip over you.
the fall animations feel too flat and bouncy.

btw any help for switching weapons script?
Have tried to learn from Shadows_of_Death_v1.2 but still failed, the code is a bit complicated, especially since there are shuriken thereYou'd need scripted weapon system for that.
Basically this animation.Yes I am adding forcedirection -1 now, also want to fixed this:
Does SFA3 guy have a dodge animation? I made it yesterday but it came out looking like Sonic spins
View attachment 5895
I have a fever
btw any help for switching weapons script?
I thing this animation is ok. no actual problem to me if it looks a bit round like sonic![]()
Looks more than ok to me.
a bit weird, right?
Just use "weaponframe"btw any help for switching weapons script?
I tried but switching between 3 weapons is confusing so any example module how to properly use this?Just use "weaponframe"
weapons a_BrandNave a_BrandNave2 Brand_W Brand
weaploss 3
anim freespecial6
loop 0
delay 10
offset 100 124
Energycost 20 1 6
weaponframe 3 3
@cmd velo001 0 0 0
frame data/chars/brand/atk409.gif
sound data/sounds/grab.wav
frame data/chars/brand/select01.gif
frame data/chars/brand/select02.gif
@cmd velo001 0 0 0
frame data/chars/brand/guns/spawn02.gif
Ilu that's exactly what I am doing with my new bonus break cars stage,You just need to keep track of your weapons id
Weapons starts at 1, not at 0.
The first two weapons are her flying and underwater models. The third one is her guns model

weapons cody_pipe cody_muramasa! cody_knife cody_masamune cody2 cody3 cody_pipeB cody
anim get
weaponframe 1 7
loop 0
offset 81 176
delay 20
frame data/chars/cody/get.gif
frame data/chars/cody/get.gif
@machokI tried but switching between 3 weapons is confusing so any example module how to properly use this?
@machok
For weapon switch in an animation without discarding it the Ilu's method is the right way to do it by using "weaponframe".
But in case you are trying to switch weapons by discarding one and pick up other, I made some experiments using normal items instead of subtype weapon items and maybe it can solve the problem (Bloodbane already mentioned scripted weapon system, this is what I'm using in this case).
Here's the effect, is this correct?
Good, in this case we can test the solution I'm using.Exactly what I want![]()
Basically the concept in this case is:Using normal items, will it affect other functions? because my current weapons (knife, pipe, muramasa) is a subtype weapon?
name Knife #GROUND
type item
subtype weapon
candamage player enemy npc
nolife 1
typeshot 0
weapnum 1
shootnum 1
counter 2
gfxshadow 1 1
didhitscript data/scripts/didhit/weapons.c
ondrawscript data/scripts/ondraw/items.c
onspawnscript data/scripts/onspawn/items.c
animationscript data/scripts/animation/default.c
script data/scripts/updateentity/items.c
anim idle
@script
if(frame >= 1){
changeentityproperty(getlocalvar("self"), "model", "Apple", 1);
}
@end_script
loop 1
delay 2
offset 25 27
bbox 16 25 19 3
frame data/chars/weapons/knife08.png
frame data/chars/weapons/knife08.png
name Apple
type item
mp 0.001
nolife 1
facing 1
shadow 1
didhitscript data/scripts/didhit/food.c
anim idle
loop 1
delay 160
offset 25 27
itembox 43 10047 14 16
bbox 43 47 14 16
nodrawmethod
frame data/chars/weapons/knife08.png
delay 8
drawmethod tintmode 1
drawmethod tintcolor 150_150_150
frame data/chars/weapons/knife08.png
void main()
{
void self = getlocalvar("self");
void vName = getentityproperty(self, "defaultname");
void vSpawn;
void vName;
//GET THE CURRENT "FAKE" WEAPON ITEM NAME AND SPAWN A "REAL" WEAPON ITEM INSTEAD
if(vName == "Apple"){
vName = "Knife";
}
if(vName == "Chicken"){
vName = "Pipe";
}
//KILL THE FAKE
killentity(self);
//SPAWN A REAL WEAPON
vSpawn = spawn01(vName, 0, 0, 0);
//PICK UP IT USING THE NATIVE WEAPON SYSTEM, NO NEED TO USE MODEL CHANGE FUNCTIONS
pickup(self, vSpawn);
}
Unrelated, but the way she grabs the stick looks weird: it has the same idle as with the tonfa, but in the walking animation it’s on the opposite direction than the tonfa, so looks weird when she got from idle-walk-idle.btw any help for switching weapons script?
This is a good point, I like the idea of adding a command to drop the current weapon in order to pick up another and without throwing against any enemy.I personally prefer to be able to drop the weapon so the player will not accidentally change for wrong weapon
but that is kinda a stone in beat em up games: you need to learn to walk over items without getting themso the player will not accidentally change for wrong weapon.
ah, in my case, the code works by forcing the entity to use that weapon. In your case, it's an item to be got, it's a bit different.Cody is weapon5 and pipe is weapon 7. But what if there's muramasa and knife too in the area?
Please, let me know if it works in your game.
But to add difficulty on some levels you can flood it with lot of weapons so players can have a difficult time fighting as they will be switching model all the time xd

Try looking at some game with multiple weapons, like Double Dragon Reloaded and see how it was done.