dantedevil
Well-known member
Hello!
Using this script courtesy of Lagarto:
I make this special:
The character throw a smoke bomb to cover all the screen, then hit all the enemies with an attack like the demon's rage of Akuma.
Here the problem: if the character make the special with any enemy in the screen, he throw the smoke bomb and after all the sounds of the hits play anyway.
How can make the sounds of the hits only play if at least one enemy is present
Using this script courtesy of Lagarto:
Code:
void damage_all_enemies(int damage, int drop, void atk_type)
{
int iEntity;
void vEntity;
void self = getlocalvar("self");
int iMax = openborvariant("ent_max");
for(iEntity=0; iEntity<iMax; iEntity++)
{
vEntity = getentity(iEntity);
if(getentityproperty(vEntity, "type")==openborconstant("TYPE_enemy"))
{
damageentity(vEntity,self,damage,drop,openborconstant(atk_type));
}
}
}
I make this special:
Code:
anim special
loop 0
delay 5
landframe 15
offset 82 177
bbox 0 0 0 0
delay 12
sound data/chars/batman/p2.wav
frame data/chars/batman/grabsp03.png
delay 6
frame data/chars/batman/grabsp02.png
@cmd spawn01 "fmagic" 0 0 0
sound data/sounds/magic.wav
frame data/chars/batman/breaker00.png
delay 8
frame data/chars/batman/grabsp02.png
frame data/chars/batman/grabsp03.png
delay 15
frame data/chars/batman/at06.png
jumpframe 7 4 0
delay 6
frame data/chars/batman/j1.png
delay 10
frame data/chars/batman/j1.png
frame data/chars/batman/j2.png
@script
if (frame == 9){
changeopenborvariant("slowmotion", 1);
}
if (frame == 11){
changeopenborvariant("slowmotion", 0);
}
@end_script
delay 9
frame data/chars/batman/j2.png
delay 12
offset 82 197
frame data/chars/batman/shot05.png
frame data/chars/batman/shot05.png
@cmd shooter2 "batfog" 35 55 -1 0.5 -20 0
@cmd leaper 0 1 0
frame data/chars/batman/shot06.png
delay 35
frame data/chars/batman/shot06.png
delay 999
offset 84 157
frame data/chars/batman/jkb1.png
delay 4
offset 82 177
frame data/chars/batman/bthrow03.png
delay 20
frame data/chars/batman/grabsp03.png
sound data/sounds/beat1.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat2.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat3.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat3.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/breaker.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat2.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/indirect.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat1.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/breaker.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat3.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat3.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/indirect.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat2.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat2.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/breaker.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat1.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat3.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat3.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/indirect.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/beat2.wav
frame data/chars/batman/grabsp03.png
hitfx data/sounds/empty.wav
@cmd damage_all_enemies 100 1 500 "ATK_NORMAL35"
sound data/sounds/slam.wav
frame data/chars/batman/grabsp03.png
sound data/sounds/slam.wav
delay 32
frame data/chars/batman/grabsp03.png
@cmd spawn01 "quake" 1 1 0
frame data/chars/batman/grabsp03.png
frame data/chars/batman/grabsp03.png
frame data/chars/batman/grabsp03.png
delay 9
frame data/chars/batman/at01.png
The character throw a smoke bomb to cover all the screen, then hit all the enemies with an attack like the demon's rage of Akuma.
Here the problem: if the character make the special with any enemy in the screen, he throw the smoke bomb and after all the sounds of the hits play anyway.
How can make the sounds of the hits only play if at least one enemy is present