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.
 
yeah I'm sure you guys are looking at this as extremely noobish but I've made and edited a couple of characters and have never ran into this problem and I don't see anything about it in the manuals I'm comparing it to characters that are working correctly and can't see anything out of place
 
is it possible the attack settings are wrong? did u try redoing the second attack?

are you using openborstats? Cause I know if you draw the box wrong it will make values negative, so it will look fine in stats but in game it wont hit anything.  You have to draw them from top left, if you start at bottom right they are backwards.
 
Thanks beastie I'll try that I am using openbor stats and I have done a few boxes starting from top right I'll try that and let you know

edit
it  worked beastie thanks for the suggestion because I was stumped because I couldn't see anything wrong yet I figured it would be ridiculously simple to fix
 
One last simple thing - did you cancel the attack box? If you don't include attack 0 the attack box stays active even across animations. A single attack box is only ever allowed to hit a specific entity once (it can of course hit others, one time each).

Further FYI: A given animation can have as many attack boxes as you want, but no matter what there must be at least one frame with no active attack box in between. Otherwise the engine simply sees new attack box commands as an adjustment to the existing box, and since a single box can only hit a given entity one time... you get the idea.

Code:
frame blah.png
frame blah2.png
attack ...... #Attack box.
frame blah3.png
frame blah4.png
attack 0 #Close out the attack box.
frame blah6.png

DC
 
Could you guys take a look at this text and tell if I'm doing something wrong I'm trying to set the combostyle correctly but it doesn't execute the second combo when the enemy is within range it only plays the first combo

name Raphael
type player
health  240
gfxshadow 1
speed  12
atchain 1 2 3 4 5 0 6 4 3 7 0
riseinv 1
running 30  5.5  1.3 1  1
combostyle 1
jumpheight 5.8
jumpspeed 34
jumpmove  3  3
com D F A freespecial


palette    data/chars/Raphael/alt.png

anim attack6
delay 7
range 100 200
attack 142 92 54 29 7 0 1 0 6 15
bbox 111 88 28 78
offset 121 170
frame data/chars/raphael/01.png
 
I don't know about combo style , but "player" characters don't use "range"


range {min} {max}

~Used for AI controlled entities' attacks and jump. Usually used by enemy, NPC and homing projectile.
~This command lets the entities know when to perform their attacks or to jump on platforms.
 
combostyle 1
uses a range check in all combo attacks

example
atchain        1 1 2 3 4 0 5 6 7 0 8

combo n1 - 1 1 2 3 4 (close)
attack1 - range 0 130
attack2 - range 0 60
attack3 - range 0 60
attack4 - range 0 60

combo n2 - 1 1 5 6 7 (medium)
attack1 - range 0 130
attack5 - range 0 80
attack6 - range 0 80
attack7 - range 0 80

combo n3 - 1 1 8 (far)
attack1 - range 0 130
attack8 - range 0 130

its also best to use rangez -5 5 or -10 10 in all attacks... in most games player attacks hit the enemy when is in Z lower or upper position from the player
 
Hi guys I ran into a problem with a slam script I'm using. Now for some reason when I start the level the slam works twice and after that the animation for the slam plays but the enemy is frozen in grabbed animation. Once the slam animation is finished I can grab the enemy again and do other attacks but if I try using the slam again the same things continues to happen and I'm not sure why. Can you guys take a look and tell me if something seems out of place?

Code:
anim	grabforward
	delay	1
	offset	130 170
	@cmd	anti
	frame	data/chars/raphael/thrw5.png
	delay	15
	@cmd	slamstart
	@cmd	position 7 35 1 -1 1
	frame	data/chars/raphael/thrw5.png
	delay	5
	@cmd	antiwall -57 20 -1
	@cmd	position 0 19 14 -1 1
	frame	data/chars/raphael/thrw6.png
	delay	10
	@cmd	depost 0
	@cmd	throw 29 3 -4 1 0 0
	frame	data/chars/raphael/thrw7.png
	delay	5
	frame	data/chars/raphael/flp4.png
	delay	7
	frame	data/chars/raphael/flp3.png
	delay	7
	frame	data/chars/raphael/flp2.png
	delay	9
	frame	data/chars/raphael/flp1.png
	delay	10
	frame	data/chars/raphael/get1.png
 
always remember to use that command after a scripted throw. I suggest you to use it on a frame where there is no bbox, or the enemy can hit you before you clear that variable and bugs will occur. Sure, you can use that code on pain animations too.
 
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