betterbold said:
Just make the fake entity to spawn platform to forward. If you want to make it to spawn backward, just turn the entity around.Now to figure out how to make a platform/obstacle that springs enemies into the direction it is pointing,
Platform will push the entity to the same direction they are going to. Just make those platform go backward. It will force the player backward.something that harmlessly bumps entities back by force without dealing damage,
They won't "dash". They will move forward anyway.And maybe the platform speed boost can be tweaked to make applicable entities forced to attack as they dash?
void AreaBoost(int Speed1, int Speed2)
{//
void self = getlocalvar("self");
int x = getentityproperty(self,"x");
int z = getentityproperty(self,"z");
int y = getentityproperty(self,"y");
void vEntity; //Target entity placeholder.
int iEntity; //Entity enumeration holder.
char iName; //Entity Name.
int iMax = openborvariant("ent_max"); //Entity count.
int Disx; int Disz; int Areax; int Areaz;
//Enumerate and loop through entity collection.
for(iEntity=0; iEntity<iMax; iEntity++){
vEntity = getentity(iEntity); //Get target entity from current loop.
iName = getentityproperty(vEntity, "name"); //Get target name.
if(iName == "Spaint" && y == 0){
Disx = x - getentityproperty(vEntity,"x");
Disz = z - getentityproperty(vEntity,"z");
Areax = getentityproperty(vEntity,"antigrab")/2;
Areaz = getentityproperty(vEntity,"grabforce")/2;
if(Disx < 0){
Disx = -Disx;
}
if(Disz < 0){
Disz = -Disz;
}
if(Disx <= Areax && Disz <= Areaz){
changeentityproperty(self, "speed", Speed1);
} else {
changeentityproperty(self, "speed", Speed2);
}
}
}
}
@cmd AreaBoost 20 5
name Spaint
type none
antigrab 200
grabforce 100
setlayer 1
anim idle
loop 1
delay 10
offset 100 50
frame data/chars/misc/FoF.png
frame data/chars/misc/FoF.png
frame data/chars/misc/FoF.png
int iMax = openborvariant("ent_max"); //Entity count.