freeze attack request

ABK

Well-known member
How about having rgb drawmethod in attackers animation so when attack will freeze enemy then enemy will change colours according to drawmethod set in attacker animation, similar like dropv controls falling velocity.That would save time setting up freeze maps , i think engine should use light blue colour for freeze anyway even if its not setup by fmap but backward compatibility would prbably be a problem but if entity has fmap then it would not use default blue tint.Theres freeze and stun so freeze could use blue tint by default or even better, drawmethod in attacker animation, i could even use that for burn effects etc so i think it would be useful for other stuff as well.Even freeze attack could be updated so last parameter after "z" could decide if use blue tint or not.
Im setting up freeze attacks and i think now it could be done a lot easier and engine could handle it automatically when we have drawmethod.
Or simply.. entity could use freeze drawmethod in header so if entity would be frozen it would use freeze rgb values from header . same could be with burn and shock animations, so we could use header to set them up.

Also i would like to request third grabin parameter which lets you to use grabin when attack is knockdown attack because it doesnt work now if enemies are in midair  and works only with nonknockdown attack which is too bad cause thats when throws look more impressive if you grab flying enemy and throw him.
 
bWWd said:

The grabin is probably superfluous - you need script to make a grab anyway. Why add an engine variable that's rarely used and always taking up space when it can't do the whole job in the first place?

I like the tint concept though. Will see what I can do with it when I get back to adding features. For the moment, all of my efforts (and if you check the code base there have been a LOT) have been to clean the code and make it more user friendly for future development. It's getting there, and will make requests like this much easier to do.

DC


 
Because bindentity still have its problems with leaving hitflashes leftovers when using some settings, in mugen it is possible to snap character when attack connects so he will be moved to position set in attacker animation similar like grabin works but grabin works only with nonknockdown attacks which is weird and its probably limited like that after being written to work with knockdown attacks too, kinda  like blocking from behind was limited afterwards, i think that could replace bind feature for some stuff.
  One more stuff i miss from mugen is getting afterimages to work like in mugen and hardcode them into the engine cause thats kinda basic effect in fighting games since supersf2turbo., you could set tint, alpha option,time of the effect and how many cloned images would follow character.
 
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