is there a sample script about it? a mod to study? thanks for the insight manOnly with script.
anim freespecial
@script
if(frame==0){
void self = getlocalvar("self");
changeentityproperty(self, "opponent", NULL());
}
if(frame==7){
void self = getlocalvar("self");
void Opp = getentityproperty(self, "opponent");
if(Opp){
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
}
}
@end_script
delay 5
offset 55 135
frame data/chars/hulk/c_combo_001.gif
frame data/chars/hulk/c_combo_002.gif
frame data/chars/hulk/c_combo_003.gif
delay 7
attack 79 64 36 26 8 0 0 0 0 0
offset 54 135
frame data/chars/hulk/c_combo_004.gif
offset 55 135
frame data/chars/hulk/c_combo_004.gif
delay 4
frame data/chars/hulk/c_combo_003.gif
frame data/chars/hulk/c_combo_002.gif
frame data/chars/hulk/c_combo_001.gif
I couldn't recall any game using such scripts. So I've coded this simple example to demonstrate that:
Code:anim freespecial @script if(frame==0){ void self = getlocalvar("self"); changeentityproperty(self, "opponent", NULL()); } if(frame==7){ void self = getlocalvar("self"); void Opp = getentityproperty(self, "opponent"); if(Opp){ changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1")); } } @end_script delay 5 offset 55 135 frame data/chars/hulk/c_combo_001.gif frame data/chars/hulk/c_combo_002.gif frame data/chars/hulk/c_combo_003.gif delay 7 attack 79 64 36 26 8 0 0 0 0 0 offset 54 135 frame data/chars/hulk/c_combo_004.gif offset 55 135 frame data/chars/hulk/c_combo_004.gif delay 4 frame data/chars/hulk/c_combo_003.gif frame data/chars/hulk/c_combo_002.gif frame data/chars/hulk/c_combo_001.gif
This example is crude but simple to set up.
The idea here is at first frame, last opponent is cleared to ensure followup won't be performed if the attack doesn't connect. At the last frame, if attack connects, there should be a valid opponent registered and the script will change to FOLLOW1 which is the followup.
HTH
is there a script to force its functionality in idle/walk/run? to switch to follow# upon been hit wich currently doesnt work with idle and walk, didnt test run yet...
been trying to implement an nemy blocking system since the standard one doesnt work well with high agresion enemies...Umm... player would react by either playing PAIN or FALL upon getting hit so why would you want to change that?
Or maybe you want player to followup if player hits something instead while in IDLE/WALK/RUN?