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Help with Trap attack

AlexDC22

Well-known member
so i have this trap, and it only hits once and it doesnt hit again until you lose a life...i have it using dropv since blast is depricated and using normal attack 0 0 0 0 ect is not viable since the trap is next to a wall and it would juggle you till you die lol... and setting more than 1 attack like the one there.. it wont act like a blast and itl juggle you to death as well.

am at a loss here ive looked through the wiki and even tried follow animation and same... it attacks once and wont attack again till you lose a life...

Code:
name    vflame
type    trap
alpha 1
setlayer 1


anim idle
    loop    1
    delay    2
    offset  393 156
        forcedirection -2
attack  385 20 270 145 50 1 0 0 0 30
frame    data/bgs/level9/vflame/2.png
dropv   5 5 1
frame    data/bgs/level9/vflame/3.png
frame    data/bgs/level9/vflame/4.png
frame    data/bgs/level9/vflame/5.png
frame    data/bgs/level9/vflame/6.png
frame    data/bgs/level9/vflame/7.png
frame    data/bgs/level9/vflame/8.png
frame    data/bgs/level9/vflame/9.png
frame    data/bgs/level9/vflame/10.png
frame    data/bgs/level9/vflame/11.png
frame    data/bgs/level9/vflame/12.png
frame    data/bgs/level9/vflame/13.png
frame    data/bgs/level9/vflame/14.png
frame    data/bgs/level9/vflame/15.png
frame    data/bgs/level9/vflame/16.png
frame    data/bgs/level9/vflame/17.png
frame    data/bgs/level9/vflame/18.png
frame    data/bgs/level9/vflame/19.png
frame    data/bgs/level9/vflame/20.png
 
Have you tried a follow anim with follow condition then looping multiple follow anims? its a similar effect to idle but you could use delay 500 in one of the follow animations or a range condition.
 
Have you tried a follow anim with follow condition then looping multiple follow anims? its a similar effect to idle but you could use delay 500 in one of the follow animations or a range condition.
no i have not.. only done a single follow...will check on multiple ones and see in a bit...thanks
also delay 500 is a no no.. itl break the trap animation sadly... delay of 2 is the only way
 
If your player's health is 100 while that flame's damage attack is 50, that's one thing that you get hit once til you die. Are you going to reduce its damage point to 30 and give it a knockdown? Have you tried putting dropv in the same frame as attackbox like this?

Code:
name    vflame
type    trap
health 1
alpha 1
setlayer 1
facing 1
candamage enemy player

anim idle
    loop    1
    delay    2
    offset  393 156
        forcedirection -2
attack  385 20 270 145 50 1 0 0 0 30
dropv   2 2 1.5
frame    data/bgs/level9/vflame/2.png
frame    data/bgs/level9/vflame/3.png
frame    data/bgs/level9/vflame/4.png
frame    data/bgs/level9/vflame/5.png
frame    data/bgs/level9/vflame/6.png
frame    data/bgs/level9/vflame/7.png
frame    data/bgs/level9/vflame/8.png
frame    data/bgs/level9/vflame/9.png
frame    data/bgs/level9/vflame/10.png
frame    data/bgs/level9/vflame/11.png
frame    data/bgs/level9/vflame/12.png
frame    data/bgs/level9/vflame/13.png
frame    data/bgs/level9/vflame/14.png
frame    data/bgs/level9/vflame/15.png
frame    data/bgs/level9/vflame/16.png
frame    data/bgs/level9/vflame/17.png
frame    data/bgs/level9/vflame/18.png
frame    data/bgs/level9/vflame/19.png
frame    data/bgs/level9/vflame/20.png

What are you trying to accomplish?

EDIT:
dropv {height} {speedx} {speedz}

  • This command controls opponent's flight path during his/her FALL animation.
  • {height} controls falling speed in y axis. It works the same with {height} in 'jumpframe'.
  • {speedx} controls falling speed in x axis. It works the same with {speedx} in 'jumpframe'. Bear in mind, that this setting is relative to this entity's facing direction not opponent's.
  • {speedz} controls falling speed in z axis. It works the same with {speedz} in 'jumpframe'.
  • Use this command with knockdown attackbox of course. However it must be declared AFTER that attackbox.
  • Though, this also works with non knockdown attackbox if it manages to knock down other entity. Usually happens against enemies with 'knockdowncount -1' or at least jumping or falling entities.
 
Last edited:
If your player's health is 100 while that flame's damage attack is 50, that's one thing that you get hit once til you die. Are you going to reduce its damage point to 30 and give it a knockdown? Have you tried putting dropv in the same frame as attackbox like this?

Code:
name    vflame
type    trap
health 1
alpha 1
setlayer 1
facing 1
candamage enemy player

anim idle
    loop    1
    delay    2
    offset  393 156
        forcedirection -2
attack  385 20 270 145 50 1 0 0 0 30
dropv   2 2 1.5
frame    data/bgs/level9/vflame/2.png
frame    data/bgs/level9/vflame/3.png
frame    data/bgs/level9/vflame/4.png
frame    data/bgs/level9/vflame/5.png
frame    data/bgs/level9/vflame/6.png
frame    data/bgs/level9/vflame/7.png
frame    data/bgs/level9/vflame/8.png
frame    data/bgs/level9/vflame/9.png
frame    data/bgs/level9/vflame/10.png
frame    data/bgs/level9/vflame/11.png
frame    data/bgs/level9/vflame/12.png
frame    data/bgs/level9/vflame/13.png
frame    data/bgs/level9/vflame/14.png
frame    data/bgs/level9/vflame/15.png
frame    data/bgs/level9/vflame/16.png
frame    data/bgs/level9/vflame/17.png
frame    data/bgs/level9/vflame/18.png
frame    data/bgs/level9/vflame/19.png
frame    data/bgs/level9/vflame/20.png

What are you trying to accomplish?

EDIT:
i use dropv instead of blast... i want that effect since regular attack like i said in the first post is not viable cus youl get juggled to death... dont understand why it only hits once and not again until you die...also have tried your suggestion and same results.
right now the trap is useless. is supposed to blast you like i have it set to knock you far and down so it doesnt juggle you.. but it only hits once... enemies and players only hits once... makes no sense to me.
 
so i have this trap, and it only hits once and it doesnt hit again until you lose a life...i have it using dropv since blast is depricated and using normal attack 0 0 0 0 ect is not viable since the trap is next to a wall and it would juggle you till you die lol... and setting more than 1 attack like the one there.. it wont act like a blast and itl juggle you to death as well.

am at a loss here ive looked through the wiki and even tried follow animation and same... it attacks once and wont attack again till you lose a life...

Code:
name    vflame
type    trap
alpha 1
setlayer 1


anim idle
    loop    1
    delay    2
    offset  393 156
        forcedirection -2
attack  385 20 270 145 50 1 0 0 0 30
frame    data/bgs/level9/vflame/2.png
dropv   5 5 1
frame    data/bgs/level9/vflame/3.png
frame    data/bgs/level9/vflame/4.png
frame    data/bgs/level9/vflame/5.png
frame    data/bgs/level9/vflame/6.png
frame    data/bgs/level9/vflame/7.png
frame    data/bgs/level9/vflame/8.png
frame    data/bgs/level9/vflame/9.png
frame    data/bgs/level9/vflame/10.png
frame    data/bgs/level9/vflame/11.png
frame    data/bgs/level9/vflame/12.png
frame    data/bgs/level9/vflame/13.png
frame    data/bgs/level9/vflame/14.png
frame    data/bgs/level9/vflame/15.png
frame    data/bgs/level9/vflame/16.png
frame    data/bgs/level9/vflame/17.png
frame    data/bgs/level9/vflame/18.png
frame    data/bgs/level9/vflame/19.png
frame    data/bgs/level9/vflame/20.png
You can try to add a jugglecost value that subtract the entire opponent's jugglepoints, this way the trap entity will not hit players to death.

It happens because the attack ID is preserved until you add a new one then the engine will apply a new ID. This is why you need the attack 0 interval to make multiple hits, otherwise the entire animation will use the same attack ID and will not repeat collisions, this is some kind of protection against multihit bugs.

Also this is why sometimes we need this following command.
1728265525224.png
 
You can try to add a jugglecost value that subtract the entire opponent's jugglepoints, this way the trap entity will not hit players to death.

It happens because the attack ID is preserved until you add a new one then the engine will apply a new ID. This is why you need the attack 0 interval to make multiple hits, otherwise the entire animation will use the same attack ID and will not repeat collisions, this is some kind of protection against multihit bugs.

Also this is why sometimes we need this following command.
View attachment 9373
so far a combo of jugglecost and riseinv has worked... thank you
 
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