player control schemes.

I'm still confused at how to expand my characters attack options. I want the A button to remain for most attacks but to have the type of control where I'm not just doing a 3 sequence attack with the same button pressed in a row. For instance I have about 10 different style sword attacks stabs, jabs, slashes slices downward and upward variations. punches and kicks......(Some kicks can be performed with weapon in hand but I know how to switch from weapon to bare hand for hand to hand combat) How can I make my attacks more stand alone for instance it I want to focus on single attack methods that are not just 3 chain hits. Example if I want to perform a simple sword attack variant with a sword by pressing A... My goal is to also have the option at any time have A pressed with an alternate key such as the down arrow + A to maybe perform the kick. Or hold back + A to perform a m ore straight forward stab or forward back A. I recently inquired about this but I think I worded could have worded my question better. I know you can have free specials but haven't quite grasped the concept of those as of yet and I thought those should be reserved for the more magic powerful strikes....(example heavy slash with fire blazing out from the tip of the sword.) All my attack animations I even have block rise and pain are done and I'd like to begin adding more to what I want to accomplish with my character. Perhaps there is a thread or tutorial or a particular mod.  I have at least 16 attacks and crouching and air variations of them...I can jump but no way to crouch yet and I have 5 crouch animations. I have not learned the understanding of how to make them stand alone at will because you can't hit the A button for all of them. Specific control assignment in essential in a fighting game that will be expanded into a beat em up hack and slash style game so it's kind of a hybrid. And hopefully someday I hope to make combos in the future once I get past this, Would appreciate any insight. I realize this is going to center around learning some scripting

THANKS
B.
 
I would keep it simple right now, you will overwhelm yourself wanting all these mechanics, having fighting game mechanics in a beat em up is possible but it'll be a lot of work, you want crouch for example and single key presses representing a different animation which can turn into a combination while crouching, standing and in air in a beat em up style game.

One of your moves for example holding back and pressing A for a forward stab is a fighting game mechanic, in a beat em up pressing back will turn the character around because it's possible an enemy is behind you, obviously you can script it so pressing back turns the character around while holding back will have the character walk backwards while facing forward but that will make the gameplay slow and complicated in an attack scenario.

Maybe to start off make some stages 2.5D beat em up style and other stages like boss battles 2.D fighting game style and have two different mechanics and character models not only will that add variation to your game but it'll be doable for a beginner.

It's just my opinion, you can have it all however in any which way  you want I just feel you'll be less overwhelmed with the amount of work you'd have to do and less eventual problems. I've seen too many fantastic mods go unfinished because creators get overwhelmed and can't get the help,
 
Yeah I know it will be a challenge I guess need to get to work on scripting.  Those were just examples it might be back forward attack maybe down forward  Attack or block attack is another, For the mod to work right I need to the fighting moves to works...in the hack and slash but I'm not gonna abandon this one lol. It's my only planned project...I gotta pull it off somehow.  Hopefully I won't always be a beginner can come up with a control scheme that works over times. In lots of cases there are attacks while jumping or crouching which is usually in hack and slash games, There are  some I'll be able to interact with other buttons than directional. Hopefully with some free specials and hopefully a few sword and kick punch attacks it  won't be impossible. It's going to be my primary goal lol. I do want to build from a simple beginning and then as you mentioned maybe alternate attack modes from their until I can learn more about scripting.  If nothing else I have a back up plan. Its not a a tons of moves buy enough to make it feel like a fighting game. Maybe I can have something like battle mod and fight mode to start as you mentioned. I think with the right time and learning patience I will eventually get there even if it takes couple years. The main focus will of course be fun. Gotta a long road ahead but gonna not give up.. Thanks so much for your input and advice,





TOPIC SUMMARY
Posted by: danno
« on: Today at 06:06:48 AM »
I would keep it simple right now, you will overwhelm yourself wanting all these mechanics, having fighting game mechanics in a beat em up is possible but it'll be a lot of work, you want crouch for example and single key presses representing a different animation which can turn into a combination while crouching, standing and in air in a beat em up style game.




 
I think a found a way to get me a little closer I removed the He-man folder and he had two files one had about 5 moves defined, and then there is the barehanded mode which opens up for more non weapon attacks like kick...hopefully I can just copy the concept for now until I learn more.
 
Wombat2112
as far as crouching goes, you can use the "taunt" or the "Use" button to do the crouching, be aware that if you use the "use " animation  for ducking/crouching, it will be the type that you need to hold down most probably

remember that any animation can also feature modified hitboxes -

as for attacking while ducked, that i'm not sure how it will work, i suppose it will be a command that only happens when the "duck" button is detected while you hit the attack button
 
Paxplode Project FGC to see how you can utilize all of OpenBOR's buttons to have different attacks. More or less, you'll be utilizing the com function in the player character's text file.

From the manual,
com {input1} {input2} ... {input15} freespecial{#}

-Allows you to customize freespecial input commands.
-The {#} should be the number of the freespecial you want to change. You can leave it blank for 1 or use 2 though 8 for 2 through 8. There is no space between freespecial and {#}.
-If you want to define this command for freespecial9 or higher, make sure
'maxfreespecial' (see models.txt above) has been set.

{input#} defines which key must be pressed. It can be direction or action keys
Accepted direction inputs are:
-U: Up
-D: Down
-F: Forward
-B: Back (The direction opposite your current direction. If used, the character will turn around.)
Accepted action inputs are:
-A: Attack button
-A2: Attack button2
-A3: Attack button3
-A4: Attack button4
-J: Jump button
-S: Special attack button
-K: Alternate special attack button
-You can define same input multiple times if you want to, example: F F A
-You can use either S or K for the special attack button commond. You can only use one or the other, so pick one and stick with it. This was done so that modders who use the special key for blocking can remember the key is used to blocK, not use Specials. (B would have been used, for Block, but B is already used for Back.)
-Make sure that you don't have any conflicts with other commands. RUN, DODGE, and the directional ATTACKs all have inputs which can be the same as freespecials.
-If you use B for {dir1}, flip the next input. The player changes direction, remember? So B, F, A would be 'turn around, move forward, attack', but since you turned around first, moving forward would mean moving in the direction you just turned to. If you wanted to have an input like Street Fighter's Guile or Charlie's Sonic Boom, you'd need to use B, B, A instead of B, F, A.
{input1} now accepts "+" to add mutiple commands. Examples:
a + a2
u + f a
u + f -> a
"->" symbol useful just for better reading
 
NickyP  thanks so much...I really hope to keep my mod compatible with the PSC controller if possible and from time to time I communicate with the guy who wrote the core for Open Bor to function with it. So far it's working well but I knew at some point I was going to have to learn variants as more and more attack methods...were added...this is quite useful especially where you added comments to explain further. The mod I am using has a barehanded mode and having different modes I would guess can help but I hope not to have to do that too much  :). Thanks so much oldyz and danno. All the best....I really appreciate any and ALL input. The great thing about working with this engine is the Chronocraash community. I'm very grateful to all. If I sacrifice anything it will be for certain in order to keep the mod geared more toward the hack and slash adventure portion vs. the volume of Fighting moves....  Originally considering the amount of art resources I liked  and found I was thinking 8-10 levels but I now however a handful of short levels 4 maybe 5 would make me quite satisfied. I've really edited that down to a minimum for the sake of time. I hope to come to a point of a first draft to play with....and as I learn more maybe I can make the mod better and more geared towards original vision.  Hopefully  ::)


My best to everyone and to the community!  :)
 
as for attacking while ducked, that i'm not sure how it will work, i suppose it will be a command that only happens when the "duck" button is detected while you hit the attack button
[/quote]

You aced it.
Straight from the Manual

DUCKATTACK {player}

Optional.
"This animation is performed if attack is pressed while player is ducking.
It can also be played when player is forced to duck like under platform."

 
There is but like I said earlier you should keep it simple or else you'll be overwhelmed, you should make what you are capable of and as your skills improve so will your mod and we'll help you as much as possible along the way.

What you want to do is quite heavy and will take time, make a simple mod first, show your progress, improve your skills otherwise you'll keep hitting wall after wall, almost anything you can think of can be done but it'll take you awhile to learn how to do it, some people have spent close to 10 years making a mod so think how much they have learned while doing it. You have a really good and original idea for a game but it will evolve only if your skills do, even I would have difficulty doing all the mechanics you're asking for and I've been around for a long time.

Keep in simple for now I can't stress that enough, we all want to make a fantastic mod, my first mod attempt failed, most people here almost certainly drop their first mod if you're gonna drop this one then fine but it's not because it's not possible to make.
 
Youre right, but youre writing too much text and i dont even know what you want to do, noe everyone has time to read that amount of text to pick your actual problem.
Maybe you could just in one sentece explain what you want to do ?
If You want to change to different attack when you hold up/down/let/right etc then its easy, place this script in your attack1 and create attack4 and attack5 :
Code:
		@script
                void self = getlocalvar("self");
                int iPIndex = getentityproperty(self,"playerindex"); //Get player index
                void ri = playerkeys(iPIndex, 0, "moveright");
                void le = playerkeys(iPIndex, 0, "moveleft");
                 void up = playerkeys(iPIndex, 0, "moveup");
                 if ((ri)&&(getentityproperty(self, "direction")==1)){
                changeentityproperty(self, "animation", openborconstant("ANI_ATTACK4"));
		}
		if ((le)&&(getentityproperty(self, "direction")==0)){
                changeentityproperty(self, "animation", openborconstant("ANI_ATTACK4"));
                }
		if (up){
                changeentityproperty(self, "animation", openborconstant("ANI_ATTACK5"));
                }
	@end_script
 
Keep in simple for now I can't stress that enough, we all want to make a fantastic mod, my first mod attempt failed, most people here almost certainly drop their first mod if you're gonna drop this one then fine but it's not because it's not possible to make.
[/quote]


No I m going to finish what I can here but didn't realize limitations at the time,  tried very much to find out but was told that was jumping ahead or something like that but from my experience you need to know what the engine can do from day 1...One of the main programmer's from Unreal Tournament told me that at E3  years ago. So always took it to heart.
 
Youre right, but youre writing too much text and i dont even know what you want to do, noe everyone has time to read that amount of text to pick your actual problem.
Maybe you could just in one sentece explain what you want to do ?

bWWd Thanks for the info

I understand not being long winded but some things cannot be summed up into 1 or 2 sentences not in the context of full comprehension and the result often just a few words in response to cover a process is seldom enough to gain what you seek. I guess in the case of yes or no inquiries perhaps. Brevity is the soul if wit indeed in storytelling but in this case I felt it was important to include specifics volume and precision because rarely have I been able to learn anything from minimal content.  Perhaps a matter of perspective but I have always felt detailed volume makes it easier for both parties.
 
You can use other attack buttons during the duck animation if you use the cancel command. Check the manual again, you'll want it to be something like this:

cancel 0 30 0 a2 freespecial3

Replace "a2" with whatever attack button you want, and "freespecial3" which whever freespecial the attack is. Note that cancel can only use freespecials.
 
NickyP said:
You can use other attack buttons during the duck animation if you use the cancel command. Check the manual again, you'll want it to be something like this:

cancel 0 30 0 a2 freespecial3

Replace "a2" with whatever attack button you want, and "freespecial3" which whever freespecial the attack is. Note that cancel can only use freespecials.


Thanks....yeah I downloaded that FGC mod and  looked through the files....is is supposed to compile because when I tried it was flagging an error something n RYU's character folder, line 180 I think? I don't think I changed anything. I need to get back on it.... took a break to play Marvel's "The Spiderman".
 
Wombat2112 said:
NickyP said:
You can use other attack buttons during the duck animation if you use the cancel command. Check the manual again, you'll want it to be something like this:

cancel 0 30 0 a2 freespecial3

Replace "a2" with whatever attack button you want, and "freespecial3" which whever freespecial the attack is. Note that cancel can only use freespecials.


Thanks....so that cancel code would go in a2 animation heading...correct? I downloaded that FGC mod and looked through the files.... I need to get back on it.... took a break to play Marvel's "The Spiderman" on PS4.
 
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