Solved Minor Help

Question that is answered or resolved.
For some reason my player can't connect any attack after the first attack connects. The animations play but there is no move contact or damage. I have the attack boxes set as well as damage and pause times and I added atchain 1 2 4 3 in the header so I can't think of what could be causing this also the first attack seems to rarely to connect as well so any info on the issue would be appreciated.
 
I literally just figured it out but thanks O the others were self explanatory but remix and menu don't exactly scream title and select screen lol funny the manual says menu.bor is mandatory for the mod to run but I deleted and the mod still plays and even plays the music
 
You shouldn't use THROW animation anymore. Instead use GRABBACKWARD and use attackbox to 'throw' the enemy

This attackbox should have:
1. 0 damage (damageonlanding will set the damage)
2. Unblockable
3. No flash shown (it's a throw not attack after all)
4. dropv (to control to which direction enemy will be thrown)
5. damageonlanding (set damage for 1st parameter and set 1 for 2nd parameter)

Other benefit of using this trick is that you can have enemies play special FALL animation for being thrown animation. For instance, you want enemies to be spinning and land on their head, use FALL2 for this and set attack2 as the attackbox in thrower's GRABBACKWARD
 
or, you can use a scripted slam to make it. The benefict of using scripted slam is, for example, to have different throws using the same animation.

For example:
- Player A just throws the enemy backward
- Play B, when grab, first lift the enemy, hold it on the air a bit, then throws enemy backward.

BB method works pretty fine if you won't have those type of details.
 
Attack
ATTACK1 {players, enemies}

~By default, this animation is NOT optional for players. It is optional for enemies.
~An attack. Players perform this by pressing attack (unless the chain order is changed).
~Enemies perform this attack when a player is in range (range is specified with the 'range' command).
~Enemies are slightly more likely to use ATTACK1 than ATTACK2.
~Enemy bombs play this animation if they touch the ground. If they don't have an ATTACK2 animation, they'll use this instead, as well.

ATTACK2 {players, enemies}

~By default, this animation is NOT optional for players. It is optional for enemies.
~Another attack. Players use this if they press attack after hitting with ATTACK1 twice (unless the chain order is changed).
~Enemies use this just like ATTACK1.
~Enemies are slightly more likely to use ATTACK2 than ATTACK3.
~Enemy bombs play this animation if they touch another entity's bbox or attack box.
 
I suggest you to read the manual http://dcemulation.org/index.php5?title=OpenBORManual

attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}

~An attack box which can hit bboxes
~OpenBoR supports 10 different attack boxes by default and {#} determines which one the frame is using. There's no space between 'attack' and {#} though.
~You can only have one type of attack box per frame (that is, you can't have two attack boxes or an attack and an attack4 box in the same frame). You can 'fake' an extra box or two by adding in extra frames with different boxes and changing the delay accordingly, but this takes up more memory (for the extra frames) and doesn't work perfectly, so try to do so sparingly.
~{x}, {y}, {right}, and {down} work exactly like in a bbox.
~{damage} determines how much damage the attack does. Setting it to 0 also works. Great for making launchers, slams and paralyze attacks.
~{power} is an integer value that determines how strong the knockdown effect of this attack. 0 means no knockdown, 1 means knockdown level 1, etc. This is used in conjunction with 'knockdowncount' (see above).
~{block} is a binary value which determines if an attack is unblockable.
~{noflash} is a binary value which controls whether the flash is displayed. 0 means flash, 1 means no flash.
~{pausetime} is an integer which will cause the attacker and attackee to be paused for {pausetime} if the attack hits something.
~{z} determines attackbox' width in z axis.
~If you change or repeat an attack box's declaration later in the animation, you can create combos in same animation. However, a certain amount of time must pass before targets can be hit again (This can be avoided with 'fastattack'). Also, you must have at least one frame with a blank attack box (One set to 'attack 0') between the two frames or sets of frames which combo.
~You can use negative numbers or numbers outside of the frame's edges.
~Can be used multiple times in one animation to change hit areas mid-animation
~When the attacking part of the animation is over, use 'attack 0'. Otherwise, the attack box will remain and can continue hitting people for the rest of the animation!
~Each 'attack{#}' has respective PAIN, FALL and DEATH animation. For instance, if attacker hits opponent with attack2, the latter will play PAIN2 (if attack2 doesn't knock him/her down) or FALL2 (if attack2 knocks him/her down) or DEATH2 (if attack2 kills him/her).
 
Yeah I've wanted to make something like that too, not sure how you would implement it thou.

a freespecial would be easier, if special key is for blocking, DOWN+S could trigger the dodge move.
 
Hey guys is there a way to make enemies dodge/evade attacks?

The best way is to give them BLOCK animation which plays dodge/evade animation instead of blocking animation

If you don't want block SFX to be played when enemy blocks, check this: Custom Block SFX

Since it's evade, just use an invisible flash entity as bflash + use silence as block.wav.

Technically this is block so you can control how often enemy will block with blockodds.

HTH
 
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