Making a straight forward aerial attack

16-bit Fighter

Active member
I hope I'm clear. I'd like to know how to make an attack whose the char leaps from the ground and then go forward to actually perform its attack before reaching the floor again (ex: tatsumaki senpuu kyaku). It seems really easy to do but I've not found a right way. Thanks.
 
I use the script "floater" for that, like this:
@cmd floater 60

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

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

Basically, you change the tosstime. Its way better than disable gravity, because tosstime is set and forget - after the amount of time is passed, the gravity is automatically reverted back. And if you are hit while executing the move, the engine resets it automatically too.
If you disable the gravity, you will need to set it on again, or you will be flying away when hit - and the engine will kill you when you are too far away from the baseline.
 
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