msmalik681 said:try Bindentity (entity,NULL()); followed by setidle(entity,openborconstant("ANI_IDLE"),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.
msmalik681 said:PS VITA did that work ?
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);
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);