Bindentity (entity,NULL()); question. [ SOLVED]

PS_VITA

Active member
Hey guys,
Is there a hardcoded 1 or 2 second delay when using
Bindentity (entity,NULL());  ?

Or is it something I might be doing in my end that's causing this delay from my enemy going to his idle frame after Bindentity (entity,NULL());  ?
 
msmalik681 said:
try Bindentity (entity,NULL());  followed by setidle(entity,openborconstant("ANI_IDLE"),1);

This works perfectly!

And now I have another question which might be a little hard to answer because as soon as the enemy goes into the idle animation and I try to land an attack he is knocked out even if I attack him with the non knockdown option.

However what's strange is that if I wait five frames later the attack wont knock him off as intended.
Any clues?
 
That should have worked guess we can try something else. Replace setidle with:
damageentity(entity, self, 0, 0, openborconstant("ATK_NORMAL5"));

Now make sure the entity has a pain5 animation with the first frame of idle and a delay of 1.
 
PS VITA said:
as soon as the enemy goes into the idle animation and I try to land an attack he is knocked out even if I attack him with the non knockdown option.

However what's strange is that if I wait five frames later the attack wont knock him off as intended.

Hmmm... it is possible that the released enemy is above the ground before the attack. You might need to drop enemy to ground to see if this is the case.
Try adding:

    changeentityproperty(entity, "position", NULL(), NULL(), 0);
 
msmalik681 said:
PS VITA did that work ?

Sorry,  I'm going to try what you and bloodbane recommend. I haven't had the chance... I'm very eager to try this.


msmalik681
Bloodbane

Hey guys, adding changeentityproperty(entity, "position", NULL(), NULL(), 0);  worked!

Apparently the enemy was indeed a  few pixels higher off the floor when the player initiated the grab move happened do to the previous bind script.

Bloodbane hunch was correct.

Thank you guys.
 
Bloodbane said:
PS VITA said:
as soon as the enemy goes into the idle animation and I try to land an attack he is knocked out even if I attack him with the non knockdown option.

However what's strange is that if I wait five frames later the attack wont knock him off as intended.

Hmmm... it is possible that the released enemy is above the ground before the attack. You might need to drop enemy to ground to see if this is the case.
Try adding:

    changeentityproperty(entity, "position", NULL(), NULL(), 0);

After some more testing,  I noticed that the code you suggested,  stops working if I'm higher areas of the stage. This only works if I'm in the floor, why is that?
 
Ah that's because the script assumes that the release happens on ground (y=0).

On higher grounds, you might need to add value instead of 0.
Try this:
Code:
  int b = getentityproperty(self, "base"); //Get base
  changeentityproperty(entity, "position", NULL(), NULL(), b);
 
Bloodbane said:
Ah that's because the script assumes that the release happens on ground (y=0).

On higher grounds, you might need to add value instead of 0.
Try this:
Code:
  int b = getentityproperty(self, "base"); //Get base
  changeentityproperty(entity, "position", NULL(), NULL(), b);

Bloodbane , before you replied I got it working by using the code below

changeentityproperty(entity, "position", NULL(), NULL(), NULL());


Should I use your code instead?

Is just that I would have to modify several scripts,  so I'm trying to save sometime, but  I'm also trying to make sure I do things right.
 
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