Slam offsets

For those with mods that implement slams how do you guys gets the offsets for the @cmd position correct? I'm using gimp to try and none of the coords I'm getting are coming out correct in mod and I was just hoping perhaps someone may have an easier method for getting the correct offsets. I'm trying to perform a reverse suplex slam and its proving to be more difficult than I anticipated
 
Just in case, the "@cmd position" values are not just coordinate values on a sprite or something. Instead they are distance values relative to grabber's position(offset). So you should count the offset to offset distances of the entities.
Personally i'm not using any extra software for this. Instead, i'm making the slam animation very slow at first and then i'm just playing with the values. And since the slam anim is playing slow, in a very few tries i'm getting the right values.
 
I use the crop tool in paint shop while viewing the image of the slammer not the victim start from the offset and move to where the enemy offset should be then copy the height and width of the crop tool.

To check it came out right on the first animation either use really big delay time or use a script to enable slow motion so you can see frame by frame if the offsets are correct.

Edit: I swear DC made a video where he modified slam positions within openbor.
 
Just in case, the "@cmd position" values are not just coordinate values on a sprite or something. Instead they are distance values relative to grabber's position(offset). So you should count the offset to offset distances of the entities.
This is where Fighter Factory comes handy :). He calculates the coordinates from the sprite offset - look at the "position", in the bottom left.
(you won't see the cursor on this screenshot because windows doesn't grabs it). Once you move the cursor, the position is updated on the fly.
ToNOO6D.png


Thegr8test Entity overlay is bellow the Delay settings. I use one of the entities I have on the game as a base, since its small enough to not cover the base sprite. Take a look:
6PBTYyL.png

With this method, the value is stored on that feature (so you don't need to write it down somewhere) and if you change the animation frame, the overlay will be on the previous position, which helps you to get the target trajetory.
qUPXDlG.png


Extra tips:
- When using the @CMD POSITION, never uses 0 at Y position. Because some configurations, like RISEATTACK or SPECIAL on enemies will make them try to break free from the grab. Plus, if you use 0, the commond land routine will take action (the screen will quake and the land sound will play). Use 1 or higher instead.

- When releasing the target to throw then, I often use a POSITION before the throw, to reset the target X and Z position to 0. This avoids me to take care about walls.

 
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