freeze pain

The freeze effect takes place instantly when it hits - even if there was a set of react animations for freeze (there aren't), you'd never see them until after the freeze wears off.

So to do a specific pose, you'll need to force it with scripted animation pose during the freeze, or set your freeze attack to first hit with whatever pain reaction, and freeze just a second after.

DC
 
i see, i will go with a normal attack with a long delay pain to fake the freeze then. thanks a lot for the imput man.



back with some more trouble :), is there a command or script to added/set a hitflash to a pain anim? i mean not just a flash kind entity with spawnframe but  an actual hitflash to play when sayd anim bbox get hit independent of the attack that hits it.
also any way of pausing/freezeing an anim when falling or preforming a jumpframe? like in fall anim set x frame to get freeze or stop falling for x time for example
 
is there a command or script to added/set a hitflash to a pain anim? i mean not just a flash kind entity with spawnframe but  an actual hitflash to play when sayd anim bbox get hit independent of the attack that hits it.

Mmmm... what is actually you want to create here? specific hitflash when specific part is hit?

any way of pausing/freezeing an anim when falling or preforming a jumpframe? like in fall anim set x frame to get freeze or stop falling for x time for example

There's this script:
Code:
void floater( int Time )
{// Floats in Time centiseconds
    void self = getlocalvar("self");
    int eTime = openborvariant("elapsed_time");

    changeentityproperty(self, "tosstime", eTime + 2*Time);
}

This function will make entity floats for defined time
Great if you want to pause in midair for some seconds before diving or doing something else :)

That function doesn't stop lateral movement so you'll have to use other function to fully stop in midair
 
hey Bloodbane, i am using a pain anim to fake a freezing trancition effect, till then i got it but i need a specific hitflash to play whenever that animation is sent to anotter pain with any attack hit, i make it with counterframe, so the follow spawnframe the flash/unfreeze effect but then i cant knockdown the entity wile freeze, see this what i mean


 
Ah You want to make the ice shatter effect right?
I would use a spawnbind function to bind the ice effect over the character and then you can give it a fall animation, where you would spawn the ice break effect.
 
hey O Ilusionista, no sure if i follow, you mean spawn the effect on a fall anim? if is that, the effect would play whenever the enemy get knockdown without been freeze in the first place, also i dont want to knockdown freezed enemies by default, just when using a knockdown attack, i though spawnbind had a kill binded entity function for when the parent anim doesnt match so i added a death anim to the spawnbinded entity but doesnt seem to work either.
 
works nice, the floater script too, thanks a lot guys, btw is there a command or script to kill the spawned entity in the end of said fall anim? the effect plays again if knockdown again before land or lifespan ends, and cant make it any shorter.
 
The trick is: on your effect FALL animation (lets call it ICEBLOCK), you have to make it to spawn a new entity for the ice break effect (Lets call it ICEFX).
so once ICEBLOCK goes into fall animation, he would spawn ICEFX and kill itself (you can force it to kill itself) and its done.
 
sorry i think i got lost again, how i can force it to kill itself?

here the code i have so far

monk pain10 and fall10 to fake the freeze

Code:
anim	pain10
	loop	0
	spawnframe	3
	subentity	wn
	sound	data/chars/subzero/ice2.wav
	drawmethod	256 256 0 0 0 0 1
	delay	15
	offset	29 134
	bbox	7 1 37 80
	@cmd	spawnbind "wn" 0 0 1 1 1
	frame	data/chars/monk4/5000-0.png
	offset	31 133
	frame	data/chars/monk4/5000-10.png
	offset	38 129
	delay	300
	frame	data/chars/monk4/5000-20.png
	delay	1
	frame	data/chars/monk4/5000-20.png



anim	fall10
	loop	0
	delay	300
	spawnframe	1
	subentity	wn
	landframe	9
	drawmethod	256 256 0 0 0 0 1
	sound	data/chars/subzero/ice2.wav
	@cmd	floater 300
	offset	67 160
	bbox	0 9 48 80
	@cmd	spawnbind "wn" 0 0 1 1 1
	frame	data/chars/monk4/672-2.png
	nodrawmethod
	delay	7
	offset	67 160
	bbox	3 14 53 93
	frame	data/chars/monk4/672-2.png
	offset	67 160
	frame	data/chars/monk4/672-2.png
	frame	data/chars/monk4/672-2.png
	offset	84 138
	bbox	6 21 71 71
	frame	data/chars/monk4/672-3.png
	frame	data/chars/monk4/672-3.png
	offset	87 135
	delay	10
	frame	data/chars/monk4/5030-26.png
	offset	87 115
	frame	data/chars/monk4/5030-26.png
	delay	30
	offset	123 91
	frame	data/chars/monk4/5400-1.png
	delay	10
	offset	128 21
	bbox	4 -6 111 33
	frame	data/chars/monk4/1243-6.png
	frame	data/chars/monk4/1243-6.png
	delay	20
	frame	data/chars/monk4/1243-6.png


here the spawnbinded entity with the second spawn entity

Code:
anim	pain10
	loop	0
	delay	10
	offset	102 162
	frame	data/chars/misc/empty.gif
	frame	data/chars/misc/empty.gif
	delay	300
	frame	data/chars/misc/empty.gif
	delay	1
	frame	data/chars/misc/empty.gif


anim	fall10
	loop	0
	delay	300
	offset	67 160
	frame	data/chars/misc/empty.gif
	delay	7
	frame	data/chars/misc/empty.gif

anim	pain5
	loop	0
	@cmd	spawnbind "wn2" 0 0 1 1 4
	delay	3
	offset	67 160
	frame	data/chars/misc/empty.gif
	frame	data/chars/misc/empty.gif

anim	fall5
	loop	0
	@cmd	spawnbind "wn2" 0 0 1 1 4
	delay	3
	offset	67 160
	frame	data/chars/misc/empty.gif
	frame	data/chars/misc/empty.gif

 
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