let me get this out the way first - my "script" is not a real script - is more of an idea of what I'm trying to do
using some actual openbor terms.
@script
void self = getlocalvar("self");
if(frame > 3)&& openborconstant("playerkeys,1,0,attack")){
performattack(self,openborconstant("ani_freespecial68"));
}
@end_script
and here's the "power punch" move I'm trying to come up with.
https://i.imgur.com/sy9zJpC.mp4
And here's the "script"
So the animation is split into 3 parts -
the first one happens when attack1 is over and if the player continues to hold down the attack1
it goes into freespecial68 .
the second animation is a basic loop animation that prepares for the final blow
the third animation is the power punch,
full plan of the code including the pretend script
(If anyone suggests a script please also let me know if I need to load the script in the player header or create a new script and where to put it and what to name it.)
Thank you in advance
using some actual openbor terms.
@script
void self = getlocalvar("self");
if(frame > 3)&& openborconstant("playerkeys,1,0,attack")){
performattack(self,openborconstant("ani_freespecial68"));
}
@end_script
and here's the "power punch" move I'm trying to come up with.
https://i.imgur.com/sy9zJpC.mp4
And here's the "script"
Code:
anim attack1
@script
void self = getlocalvar("self");
if(frame > 3)&& openborconstant("playerkeys,1,0,attack")){
performattack(self,openborconstant("ani_freespecial68"));
}
@end_script
loop 0
delay 8
offset 77 170
bbox 60 55 40 100
@cmd ani0020 openborconstant("ANI_FOLLOW11") openborconstant("ANI_PAIN2")
@cmd ani0020 openborconstant("ANI_FOLLOW3") openborconstant("ANI_PAIN2")
@cmd finisher "ANI_PAIN" "ANI_ATTACK2" 0 180 50 0 0
@cmd riseattack3 120 40 "ANI_FOLLOW40"
frame data/chars/billy/a1.png
delay 14
attack 90 68 60 34 4000 0
dropv 1.5 1.5
frame data/chars/billy/a2.png
delay 8
attack 0 0 0 0 0
frame data/chars/billy/a3.png
So the animation is split into 3 parts -
the first one happens when attack1 is over and if the player continues to hold down the attack1
it goes into freespecial68 .
the second animation is a basic loop animation that prepares for the final blow
the third animation is the power punch,
full plan of the code including the pretend script
Code:
#Mega Punch
anim freespecial68 # mega punch
@script
void self = getlocalvar("self");
if(frame > 4)&& openborconstant("playerkeys,1,0,attack")){
performattack(self,openborconstant("ani_FOLLOW81"));
}
@end_script
loop 0
loop 0
delay 8
offset 77 170
bbox 60 55 40 100
frame data/chars/billy/hp1.png
frame data/chars/billy/hp2.png
frame data/chars/billy/hp3.png
sound data/sounds/slide.wav
frame data/chars/billy/hp4.png
anim follow81 # mega punch part 2
@script
void self = getlocalvar("self");
if(frame > 0)&& openborconstant("playerkeys,1,0,attack")){
performattack(self,openborconstant("ani_FOLLOW82"));
}
@end_script
loop 1
delay 6
offset 77 170
bbox 60 55 40 100
frame data/chars/billy/hp5.png
frame data/chars/billy/hp6.png
frame data/chars/billy/hp4.png
anim follow82 # mega punch part 3
loop 0
delay 6
offset 77 170
bbox 60 55 40 100
attackone 1
hitfx data/sounds/maxhit.wav
frame data/chars/billy/hp7.png
frame data/chars/billy/hp8.png
frame data/chars/billy/hp9.png
attack 90 68 60 34 40 1
dropv 7.5 1.5
frame data/chars/billy/hp10.png
attack 0 0 0 0 0 0
frame data/chars/billy/hp11.png
frame data/chars/billy/hp12.png
frame data/chars/billy/hp13.png
(If anyone suggests a script please also let me know if I need to load the script in the player header or create a new script and where to put it and what to name it.)
Thank you in advance