attack depending on enemy direction.

NED

Well-known member
Is it possible to have 2 different grapple moves on ground opponents (with the same command) this way:

Enemy liedown.
Player do command during enemy liedown

-if enemy is facing player, do grapple move1 (grapple to the legs)
-if eneny is not facing player, do grapple move 2 (grapple to the head)

thanks

 
hi
maybe it would be better if you post the method/script you are using
to grab the enemies when they are lyingdown...

one way the directin could work is to change the bbox between frames
maybe a delay of 5 to make it fast with about 20/15 frames

loop  0
delay 5
frame fall.gif --> bbox on legs
frame fall.gif --> bbox on head
  ""      ""                ""      ""
  ""      ""                ""      ""
  ""      ""                ""      ""

i know it doesnt look pretty... but it could work 
 
Thanks, about picking up method, I havn't tested/coded yet.
I'm thinking of the system you can see in "World Heroes Supreme Justice Extra" by Magggas.
Muscle Power uses some simillar move.

jonsilva said:
change the bbox between frames

Sorry, I don't get it.
How it works exactly?
How to be sure to hit the right bbox?
 
i dont know if im right or not...
i still havent checked World Heroes grapples txts

but assuming he grabs the enemy depending on the bbox size
it could work with 2 diferent bboxes one for each player attack...
 
Ok,
I think this way the effect would be too random...

In WHSJ the move instant pickup the enemy so no problem if he's facing or not.
But for my moves, the enemy have to stay on the ground and no auto-turn when the move happens.

This is why I need this feature... :-\
 
Is there something in openbor that can make it possible, something that check on enemy liedown if he's facing player or not? :-\

Some feature or some script???
 
nedflandeurse

you should try to combine some scripts and post your attempts in here !!!

the slamstart your using.. script ani0020 (slamstart6)
void slamstart6()
{ // Slam Starter for nongrab slams
// Use finish or throw after using this
  void self = getlocalvar("self");
  void target = getlocalvar("Target" + self);

  if(target==NULL())
  {
    target = getentityproperty(self, "opponent");
    setlocalvar("Target" + self, target);
  }
  if(target!=NULL())
  {
    damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL6")); // Slam Starter
  }
}


script @cmd trow (facing part)
this show the facing direction the trow is using
  int SDir = getentityproperty(target,"direction");
  int MDir;

  if(Face==0){ // Same facing?
      MDir = SDir;

  }

  if(Face==1){ // Opposite facing?

    if(SDir==0){ // Facing left?
      MDir = 1;

you might have to set 2 attacks in the slamstart6 !!!
(ATK_NORMAL6 )  (ATK_NORMAL8 )
  int SDir = getentityproperty(target,"direction");
  int MDir;

  if(Face==0){ // Same facing?
      MDir = SDir, openborconstant("ATK_NORMAL6"));
      }
    }

  if (Face==1){ // oposite facing?
      MDir = SDir, openborconstant("ATK_NORMAL8"));
      }
    }
  }

i still havent figure it out how to script so this wont work its just an example
it could be easier from for the person who made the slamstart6 to change it with 2 diferent attacks depending on the enemy facing direction towards the player...
 
Seems very complex.
I can't undertand how it works. :-\

As an info, I don't really do it like Magggas, since this move have it's own command.

"Down + A4"

Is such a feature possible in Openbor, Or it cannot be done???
Thanks in advance
 
nedflandeurse said:
Is such a feature possible in Openbor, Or it cannot be done???

It does not matter what you want, it is ALWAYS possible.

As for your specific request, you guys are making this harder than it needs to be. You don't need to look at collision boxes at all. Your script just needs to verify the opponent is down, compare their direction vs. your own (direction is an entity property - easy as pie to get) and perform the desired move accordingly.

That's it.

DC
 
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