How to deal with moving attack animations?

Hello,

I have one attack animation that has the character do a step forward then a punch forward and at the end he ends up in another position.
But the problem is that the attack just goes through the enemy as it has no knockdown effect, and it ends up behind the player.

Whats the command used to update the player position based on animation? I can't use 'move' because the animation already has the displacement. Or do i need to edit the files in only one position and use move in each one?

And how to deal with enemies so they actually follow the attack (being pushed by it) instead of going through?

Thanks
 
superantimonitor said:
Whats the command used to update the player position based on animation? I can't use 'move' because the animation already has the displacement. Or do i need to edit the files in only one position and use move in each one?

It depends on the animation. In most (almost all) cases, you want the animation itself to have no movement at all, and let the engine handle movement for you. You either want to use a velocity setting, or the move command. NEVER use offset - that's a common mistake.

And how to deal with enemies so they actually follow the attack (being pushed by it) instead of going through?

OpenBOR doesn't apply push or friction effects by default. However, it does have the capability to do both. Check out the grabin command. It's a bit static, as in it will make the attack always put what it hits at a set X distance, but may fill the bill for you. If that doesn't do it, then there's always a scripted solution. We can help with that if need be.

DC
 
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