Build_3854 make problem in my move

NED

Well-known member
I think I have to find another way to recode it, now......

This is my hopback move.
Initially I was aiming to do it with B B (actually B F) command. it used to cause problems, so I enventually changed it to something better.

The new command was
com B S freespecial7

It used to work fine in my old build (a build from january 2013 - almost)
Very nice gameplay feeling and smooth command for this move.


I switched to OpenBOR_v3.0_Build_3854 for some updates.
Now the hop back move is totally unfunctionnal, My character keep guarding and turning in a weird way... I'm really  :-[ to see updates making coded features no more working. I can't understand how to do it now since my character ignore the command and keep turning. :-\

Actually the character turn back and block on the wrong side.
 
I don't have this problem. You can try a newer build.
https://www.dropbox.com/sh/gv17zu4f543ft6x/mdBDaZqByz/releases

 
Thanks Utunnels.
I DL the version 3921, but the imput is still a problem.
randomly the move appear  perhaps 5 or 10% (and back turned...)

as a reminder:
-In my character header--------------------------------------
com B S freespecial7

-the move itself------------------------------------------------
anim freespecial7# HOP BACK!!!
#flipframe 1
        jumpframe 1 2.3 -3 0
landframe 6 dus
summonframe 6 0
loop 0
offset 96 177
bbox 75 95 45 89
delay 4
@cmd conditionalflip
sound data/sounds/jump.wav
frame data/chars/rachel/j01.gif
bbox 76 65 40 78
delay 6
frame data/chars/rachel/j02.gif
delay 5
frame data/chars/rachel/j03.gif
delay 9
frame data/chars/rachel/j04.gif
delay 5
frame data/chars/rachel/j05.gif
delay -1000#5
frame data/chars/rachel/j06.gif
delay 7
sound data/sounds/land.wav
frame data/chars/rachel/j01.gif
 
The scripts probably need to be updated.  I think somethings changed in newer builds with directions in script, the moving while shooting script I just posted for bwwd has a problem with character flipping the other way too when you use newer builds. I still have an older build for my mod's scripts to work.  I'd just go back to a build that worked for now so you can keep modding.
 
BeasTie said:
I'd just go back to a build that worked for now so you can keep modding.

I'll probably have to do it.  :-\
Exactly just like I added 3D environment feature in my mugen project and the triggers for it were removed in official mugen update...
This is what you get, when you try to do something different with an engine you're not the creator...

utunnels said:
The conditionalflip function needs a keyall.c to work properly, check the original post for it.

I added it in header

Code:
script data/scripts/keyall.c

And reactivated keyall scripts
Code:
void main() {
	int p = getlocalvar("player");

	if(playerkeys(p, 1, "moveleft"))
	{
		setglobalvar("p"+p+"lastdir", 0);
	}
	else if(playerkeys(p, 1, "moveright"))
	{
		setglobalvar("p"+p+"lastdir", 1);
	}
}

No change.
 
I don't get what is wrong.

the code is already in this file : data/scripts/keyall.c

I just declared it in the header with other scripts
(in Header)
Code:
animationscript data/scripts/slam.c
script data/scripts/platform.c
script data/scripts/keyall.c

Is it wrong ?
 
Ok, deleted the line.
But still not working.

I think my mod will be stuck in past openbor versions.
No more updates allows my mod  ???
 
I'll stick to the old one for the moment.

As an info this is what happen when I do "command B S"

hopbackproblem000.jpg
 
Haha, I see.
I think it has nothing to do with the com. If the character blocks, it doesn't trigger b s at all. Freespecials are always checked before block and default special.

It is a bad input I believe, for example, you hold the backward button for too long before input s.

Maybe you can make a demo for me to test.
 
I check the version you sent. The major difference is holdblock logic.But I don't think it is a problem of the engine. When you block, your freespecial7 already fails. In a logic loop, freespecials are always checked before any other actions.

In old version, holdblock is treated as idle, you can do almost anything while blocking, including freespecial input. So perhaps sometimes input mistakes are hidden.
 
Ok, I understand. so old block act like idle this is why the imput was accepted in the older ones.

Do you think there is a way to adapt this move to the new logic.
With same imput and same effect in game?
Even if this need a little script or something.
 
Personally I will try:

1. use b a2 instead
2. use b to cancel block animation (hold s, then b).

Backward button sometimes doesn't look that good because you can see the character turns back.
 
1 seems not very logic to me, but why not.
2 this may give a delay, so the move will not be that effective.

Any chance to have this move possible by doing A + A2 ?
Some double button imput would be nice. Just like "bomb attack"
 
You can try this script in your entity header. Not tested though.

Code:
keyscript @script
void check_a_a2()
{
    int p = getlocalvar("player");
    void e = getlocalvar("self");

    if(getentityproperty(e, "aiflag", "idling") && getentityproperty(e, "a")==getentityproperty

(e, "base"))
    {
        if( (playerkeys(p, 1, "attack2") && playerkeys(p, 0, "attack")) ||
            (playerkeys(p, 0, "attack2") && playerkeys(p, 1, "attack")) )
            performattack(e, openborconstant("ANI_FREESPECIAL7"));
    }
}


void main() 
{
    check_a_a2();
}
@end_script
 
Thanks a lot,
I tested it but most of the time the anim played is attack1.
Not very effective.

I don't know, perhaps I'll have to change the button layout to give this move a single button imput. (what a waste, but perhaps it's the solution)
I already done it for back attack, since I can't stand a complex random imput for a fast reaction type move.

For the moment my layout is this one
jump - jump
special - Guard
attack1 - Light (combo)
attack2 - Hard (combo)
attack3 - Stomps (stand stomp A3, drop stomp F A3)
attack4 - back attack (Taunts with directionnal imput)

Perhaps stomp button can be sacrified to something contextual/automatic using A button with close enemy on the ground??
So A3 will be used for movement moves
A3 - hop back
F A3 - roll forward??
 
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