friendly damage

  • Thread starter Thread starter indios
  • Start date Start date
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indios

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hey everyone (new here), after playing mortal kombat outworld assasins which i liked a lot, i wanted to change a few things on the game so i got into this moding thing, the reason i am here is because i am kind of stuck with something and hope somebody could provide some feedback about, the thing is that sub zero´s ice clone freezes frendly players and i want it to freeze only enemies, i leave here the code in case anyone have an idea of how to fix it.

anim freespecial4
      loop 0
      delay 2
offset 96 163
      custpbomb grenade
      pbombframe 1 0
      move -5
      frame data/chars/subzero/jj7.gif
      movea 7
      frame data/chars/subzero/jj7.gif
      frame data/chars/subzero/jj7.gif
      movea 4
      offset 105 173
      frame data/chars/subzero/j5.gif
      frame data/chars/subzero/j5.gif
      frame data/chars/subzero/j5.gif
      offset 101 173
      frame data/chars/subzero/j4.gif
      frame data/chars/subzero/j4.gif
      frame data/chars/subzero/j4.gif
      offset 83 173
      frame data/chars/subzero/j3.gif
      frame data/chars/subzero/j3.gif
      frame data/chars/subzero/j3.gif
      frame data/chars/subzero/j2.gif
      movea 0
      move -5
      frame data/chars/subzero/j2.gif
      frame data/chars/subzero/j2.gif
      offset 87 173
      frame data/chars/subzero/j6.gif
      frame data/chars/subzero/j6.gif
      frame data/chars/subzero/j6.gif
      offset 105 173
      frame data/chars/subzero/j5.gif
      frame data/chars/subzero/j5.gif
      frame data/chars/subzero/j5.gif
      offset 101 173
      frame data/chars/subzero/j4.gif
      frame data/chars/subzero/j4.gif
      frame data/chars/subzero/j4.gif
      offset 83 173
      frame data/chars/subzero/jj3.gif
      frame data/chars/subzero/jj1.gif
      frame data/chars/subzero/jj1.gif
      frame data/chars/subzero/jj1.gif
      frame data/chars/subzero/jj1.gif


name grenade
speed    0
type    enemy
jumpheight 0
nolife  1
hitenemy 1 0

anim idle
loop 0
delay 20
offset 96 163
bbox 0 0 0 0
frame data/chars/misc/clon1.gif
      freeze  225 25 60 80 20 2 0 0 1
frame data/chars/misc/clon2.gif
      frame data/chars/misc/clon3.gif
frame data/chars/misc/clon4.gif
frame data/chars/misc/clon5.gif
      frame data/chars/misc/clon6.gif
      frame data/chars/misc/clon7.gif
frame data/chars/misc/clon8.gif
frame data/chars/misc/clon9.gif
      frame data/chars/misc/clon10.gif
      frame data/chars/misc/clon11.gif



anim attack1
loop 0
delay 4
offset 96 163
bbox 74 38 45 105
      hitfx  data/sounds/sfre.wav
      hitflash  frefl
      sound  data/chars/subzero/jdie.wav
frame data/chars/misc/clon1.gif
      freeze 74 38 45 105 20 2 0 0 1
frame data/chars/misc/clon2.gif
      frame data/chars/misc/clon3.gif
frame data/chars/misc/clon4.gif
frame data/chars/misc/clon5.gif
      frame data/chars/misc/clon6.gif
      frame data/chars/misc/clon7.gif
frame data/chars/misc/clon8.gif
frame data/chars/misc/clon9.gif
      frame data/chars/misc/clon10.gif
      frame data/chars/misc/clon11.gif
      frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
      delay 30
frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
      delay 4
      frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
      frame data/chars/misc/clon.gif
      sound  data/chars/subzero/jdie.wav
      frame data/chars/misc/clon11.gif
      frame data/chars/misc/clon12.gif
      frame data/chars/misc/clon13.gif
      frame data/chars/misc/clon14.gif
      frame data/chars/misc/clon15.gif
      frame data/chars/misc/clon16.gif
      frame data/chars/misc/clon17.gif
      frame data/chars/misc/clon18.gif
      frame data/chars/misc/clon19.gif
      frame data/chars/misc/clon20.gif
      frame data/chars/misc/clon21.gif
      frame data/chars/misc/clon22.gif


anim attack2
loop 0
delay 5
offset 96 163
bbox 0 0 0 0
      hitfx  data/sounds/sfre.wav
      hitflash  frefl
      frame data/chars/misc/ja9.gif
      freeze 74 38 45 105 20 2 0 0 1
frame data/chars/misc/ja9.gif

PS: sorry for my english ;p



 
Not sure, but seems to be something relative to "hitenemy 1 0"

Code:
hitenemy {canhit} {alt}

    ~For enemy's projectile entities.
    ~If {canhit} is 1, this entity can hit other enemies, even if they threw this. Obviously, it still can hit players as well.
    ~If {canhit} is 0 or left out, this entity can only hit heros.
    ~If this entity is thrown as a bomb, it won't be able to hit the enemy who threw it until AFTER it explodes.
    ~{alt} determines when this entity can hit other enemies: 0 means it can hit either while in air or on the ground. 1 means the attack can only hit on the ground.

Real openbor coders will explain it or correct it later.
 
you can take some of the characters from mortal kombat project for mugen, i ripped some of the chars for it myself so i dont mind but for enemies its best to edit characters, change heads and bodies a bit so you wouldnt fight obvious kano clones.
 
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