dantedevil
Well-known member
I have this entity for all the stages fatalities.
This entity is located in the min walkable z coord and at 180 high.
This way the enemies never can touch the entity, only when heros perform the stage fatalities.
Here the fall of the enemies for the special stage fatality:
Here my problem:
I have some enemies like Sawada, that can jump very high and touch the entity.
This looks very bad.
Here the attacks of him:
I try to make inmunity in this animations, but not work. Sawada always fall.
I use this method:
I think the only way, would be a script, so that the Stage Fatality can only cause damage to the enemy, if this is in the ANIM_FALL27.
I try using this, but not work.
This entity is located in the min walkable z coord and at 180 high.
Code:
name stagefat
type trap
speed 0
candamage enemy
antigravity 100
anim idle
loop 0
offset 1 1
delay 1
frame data/chars/misc/empty.png
#############################################################
#STAGE FATALITY 1-3 / HIT & RUN
anim follow1
loop 1
offset 892 56
delay 5
hitfx data/sounds/empty.wav
#attackone 1
forcedirection 99
attack45 0 0 1784 56 100 1 1 1 0 10
frame data/chars/misc/stagefat/stfat1_3.png
attack 0 0 0 0
frame data/chars/misc/stagefat/stfat1_3.png
#############################################################
#STAGE FATALITY 2-1 / WATER FALL
anim follow2
loop 1
offset 750 56
delay 5
hitfx data/sounds/empty.wav
#attackone 1
forcedirection 99
attack41 0 0 1500 56 100 1 1 1 0 10
frame data/chars/misc/stagefat/stfat2_1.png
attack 0 0 0 0
frame data/chars/misc/stagefat/stfat2_1.png
#############################################################
#STAGE FATALITY 5-2 / SHOCK RAILS
anim follow3
loop 1
offset 619 56
delay 5
hitfx data/sounds/empty.wav
#attackone 1
forcedirection 99
attack42 0 0 1238 56 100 1 1 1 0 10
frame data/chars/misc/stagefat/stfat5_2.png
attack 0 0 0 0
frame data/chars/misc/stagefat/stfat5_2.png
#############################################################
#STAGE FATALITY 5-2-2 / TRAIN FALL
anim follow4
loop 1
offset 750 56
delay 5
hitfx data/sounds/empty.wav
#attackone 1
forcedirection 99
attack43 0 0 1500 56 100 1 1 1 0 10
frame data/chars/misc/stagefat/stfat2_1.png
attack 0 0 0 0
frame data/chars/misc/stagefat/stfat2_1.png
#############################################################
#STAGE FATALITY 7-3 / IMPALED
anim follow5
loop 1
offset 6 56
delay 5
hitfx data/sounds/empty.wav
#attackone 1
forcedirection 99
followanim 6
followcond 1
attack44 0 0 12 56 100 1 1 1 0 1
frame data/chars/misc/stagefat/stfat7_3.png
attack 0 0 0 0
frame data/chars/misc/stagefat/stfat7_3.png
anim follow6
loop 0
offset 6 56
delay 2
frame data/chars/misc/stagefat/stfat7_3.png
@cmd killentity getlocalvar("self")
frame data/chars/misc/stagefat/stfat7_3.png
#############################################################
#STAGE FATALITY 8-1 / IMPALED2
anim follow7
loop 1
offset 619 56
delay 5
hitfx data/sounds/empty.wav
#attackone 1
forcedirection 99
attack45 0 0 1238 56 100 1 0 1 0 10
frame data/chars/misc/stagefat/stfat5_2.png
attack 0 0 0 0
frame data/chars/misc/stagefat/stfat5_2.png
#############################################################
This way the enemies never can touch the entity, only when heros perform the stage fatalities.
Here the fall of the enemies for the special stage fatality:
Code:
#-------------------Upper SPECIAL Stage Fatallity----------------#
anim fall27
loop 0
offset 82 177
delay 20
dropframe 2
landframe 3 dust
jumpframe 1 5 -0.3 -0.5
sound data/sounds/m5fall.wav
frame data/chars/gang1/bee/fall1.png
sound data/sounds/m5fall.wav
frame data/chars/gang1/bee/fall2.png
delay 999
hitfx data/sounds/empty.wav
bbox 56 120 66 41
attack 45 135 55 25 5 1 0 1 0
frame data/chars/gang1/bee/fall3.png
delay 1
sound data/sounds/fall1.wav
frame data/chars/gang1/bee/fall4.png
@cmd anichange "ANI_FOLLOW15" 0
frame data/chars/gang1/bee/fall4.png
Here my problem:
I have some enemies like Sawada, that can jump very high and touch the entity.
This looks very bad.
Here the attacks of him:
Code:
anim attack2
range 120 200
rangez -40 40
offset 82 177
delay 1
bbox 62 72 45 107
frame data/chars/gang3/sawada/jkick201.png
delay 7
@cmd targetL 5 0 0
@cmd leap 5
bbox 51 77 47 67
sound data/sounds/m3hm.wav
frame data/chars/gang3/sawada/jkick400.png
frame data/chars/gang3/sawada/jkick400.png
frame data/chars/gang3/sawada/jkick400.png
frame data/chars/gang3/sawada/jkick400.png
delay 10
bbox 70 90 42 40
frame data/chars/gang3/sawada/jkick202.png
frame data/chars/gang3/sawada/jkick203.png
delay 7
sound data/sounds/m3at4.wav
hitfx data/sounds/beat3b.wav
hitflash flash2
attack 93 63 23 47 15 1
frame data/chars/gang3/sawada/jkick204.png
attack 106 69 33 43 15 1
frame data/chars/gang3/sawada/jkick205.png
attack 112 84 37 28 15 1
frame data/chars/gang3/sawada/jkick206.png
attack 99 107 54 21 15 1
frame data/chars/gang3/sawada/jkick207.png
delay 12
attack 99 119 58 24 15 1
frame data/chars/gang3/sawada/jkick208.png
delay 7
bbox 62 84 38 48
attack 92 133 45 31 15 1
frame data/chars/gang3/sawada/jkick209.png
attack 87 134 33 39 15 1
frame data/chars/gang3/sawada/jkick210.png
anim attack4
range 0 70
rangez -50 50
offset 82 177
delay 1
bbox 62 72 45 107
sound data/sounds/m3at3.wav
frame data/chars/gang3/sawada/jkick201.png
delay 8
@cmd targetL 4 0 0
@cmd leap 4
frame data/chars/gang3/sawada/jkick201.png
delay 12
bbox 51 77 47 67
frame data/chars/gang3/sawada/jkick400.png
frame data/chars/gang3/sawada/jkick401.png
delay 24
hitfx data/sounds/beat3b.wav
hitflash flash2
attack 95 114 38 36 15 1
bbox 51 77 47 67
frame data/chars/gang3/sawada/jkick402.png
frame data/chars/gang3/sawada/jkick402.png
bbox 51 77 47 67
attack 0 0 0 0
delay 1
frame data/chars/gang3/sawada/jkick210.png
I try to make inmunity in this animations, but not work. Sawada always fall.
I use this method:
I think the only way, would be a script, so that the Stage Fatality can only cause damage to the enemy, if this is in the ANIM_FALL27.
I try using this, but not work.
Code:
int ani0020(int iAni, int iTAni){
/*
ani0020
Damon Vaughn Caskey
Perform alternate animation if target is within range and in specified animation.
iAni: Alternate attack.
iTAni: Target animation.
*/
void vSelf = getlocalvar("self"); //Caller.
void vOpp = findtarget(vSelf, iAni); //Nearest target in range of alternate attack.
if (vOpp) //Found a target?
{
if(getentityproperty(vOpp, "animationID") == iTAni) //Animation match?
{
ani0009(vSelf, iAni, 0); //Perform alternate attack.
return 1; //Return 1.
}
}
return 0; //Return 0.
}
Last edited: