Multiple Taunts?

Skull Kingz

Active member
I kinda need some help setting up multiple taunts for a playable character. I was thinking I could start off by creating about 3 freespecials each with a different taunt.

My concern is how do I assign random taunts to the "a3" button? My guess is that script is required but my knowledge is bad in that area.
 
something like:

@script
    if(frame==0){
      void vSelf = getlocalvar("self");
      int r = rand()%45;

      if(r >=15){
        changeentityproperty(vSelf, "animation", openborconstant("ANI_FOLLOW1"));
      }
    }
if(r <=-15){
        changeentityproperty(vSelf, "animation", openborconstant("ANI_FOLLOW2"));
      }
    }
if(r >-15 && r <15){
        changeentityproperty(vSelf, "animation", openborconstant("ANI_FOLLOW3"));
      }
    }
@end_script
 
That's not bad script Ilu but to save animations it's best to just have it like this:

Code:
anim freespecial3
@script
    if(frame==0){
      void vSelf = getlocalvar("self");
      int r = rand()%45;

      if(r >=15){
        changeentityproperty(vSelf, "animation", openborconstant("ANI_FOLLOW1"));
      }
    }
 if(r <=-15){
        changeentityproperty(vSelf, "animation", openborconstant("ANI_FOLLOW2"));
      }
    }
    }
   @end_script

If value for r falls between -15 and 15, script won't do a thing and FREESPECIAL3 is perfomed.

FREESPECIAL3 is performed by pressing A3 button that is.
 
Skull Kingz said:
looks good, I'll be testing it soon.
Does the same thing goes for "multiple idles"? I think I want more than one stance.

no:

maxidles {max}

~Sets the maximum number of IDLEs.
~{max} is number of available IDLEs.
~Default is 1.
http://dcemulation.org/index.php5?title=OpenBORManual#Attack_types_.26_animation_limit

IDLE# (used by all entities)

~Played if there's opponent within set 'range' while in IDLE.
~# is the number of animation. Do not type # but type a number instead.
~For instance, IDLE2 has 'range 0 100'. Entity will play default IDLE when enemy is farther than 100 pixels but once an enemy is within 100 pixels, IDLE2 will be played instead.
~If there are multiple IDLE# animations, the one with lowest number has the highest priority.
~Before using this, increase the maximum number of IDLE with 'maxidles' in models.txt (see Models.txt above).
~These animation ARE NOT related to PAIN#, FALL# or DEATH# at all!
 
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