Slam Script for the beginning

dantedevil

Well-known member
Hello!

Its to hard for me use and learn script like said the member "nsw25" (Urban Lockdown").

I try to learn with the post of Itsuchi KS
SLAM IS EASY:

@cmd  position [1] [2] [3] [4] [5] - this controls the victims image frame and position, and it needs to declared for
            each frame of the slam/throw
[1] # of fall7 animation (starts in 0)
[2] X axis  -/+ left / right
[3] Y axis -/+  down / up
[4] Z axis -/+ (layer position) (ex: -1 behind attacker | 1 infront attacker // -10 more behind | 10 more infront)
[5] Controls victims facing direction: 0 = no change, 1 = same direction as slammer/thrower,
                  -1 = opposite direction as slammer
Example: @cmd position
  @cmd  position 6 50 45 -1 -1



So It will load sprites in a created anim "fall7" that contain all the needed sprites for the pain anim.

The 1st number in "posistion" is the FRAME NUMBER in FALL7 of the enemy that you would like to use but you can specify which frame to use per frame for your hero.

EX:

anim  fall7
        drawmethod  195 250 0 0 0 0 -1
  delay  1000
  offset  89 175
  frame  data/chars/chunli/hit1.png  <---Frame 1
  frame  data/chars/chunli/fall15.png <---Frame 2
  frame  data/chars/chunli/fall14.png <---Frame 3
  frame  data/chars/chunli/fall29.png <---Frame 4

But you can have as many as you want but make sure you use the "same type" of frame for every character.

You have my old mod so this should be familiar with Sean (Forward, Down, Special):
anim freespecial9
        drawmethod  195 250 0 0 0 0 -1
        followanim 1
followcond 1
        energycost 8
        mponly          1
loop 0
delay 5
offset 89 175
BBox 48 101 81 76
Delay 10
Attack 48 101 81 76 0 0 1 0 0
move    15
Frame data\chars\sean\slide1.png
Frame data\chars\sean\slide2.png
Attack 0
Frame data\chars\sean\slide3.png

anim follow1
        drawmethod  195 250 0 0 0 0 -1
        hitfx data/sounds/hit1.wav
        hitflash          qflash2
        fastattack        1
@cmd stop
@cmd lock
@cmd slamStart
@cmd position 0 20 1 -2 -1
delay 6
offset 89 175
sound data/chars/sean/mata.wav
frame data/chars/sean/tackle1.png
@cmd position 0 25 1 -2 -1
move    7
frame data/chars/sean/tackle2.png
@cmd position 1 0 40 -2 -1
frame data/chars/sean/tackle3.png
@cmd position 3 -13 1 -2 -1
frame data/chars/sean/tackle4.png
frame data/chars/sean/tackle5.png
move    0
frame data/chars/sean/tackle6.png
frame data/chars/sean/pound1.png
sound data/sounds/sw.wav
frame data/chars/sean/pound2.png
@cmd hurt2 3 1
@cmd spawn01 "qflash2" 0 20 1
sound data/sounds/hit1.wav
frame data/chars/sean/pound3.png
frame data/chars/sean/pound4.png
frame data/chars/sean/pound5.png
frame data/chars/sean/pound6.png
sound data/sounds/sw.wav
frame data/chars/sean/pound7.png
@cmd hurt2 4 1
@cmd spawn01 "qflash2" 0 20 1
sound data/sounds/hit1.wav
frame data/chars/sean/pound8.png
frame data/chars/sean/pound9.png
frame data/chars/sean/pound10.png
frame data/chars/sean/pound1.png
sound data/sounds/sw.wav
frame data/chars/sean/pound2.png
@cmd hurt2 4 1
@cmd spawn01 "qflash2" 0 20 1
sound data/sounds/hit1.wav
frame data/chars/sean/pound3.png
frame data/chars/sean/pound4.png
frame data/chars/sean/pound5.png
frame data/chars/sean/pound6.png
sound data/sounds/sw.wav
frame data/chars/sean/pound7.png
@cmd hurt2 5 1
@cmd spawn01 "qflash2" 0 20 1
sound data/sounds/hit1.wav
frame data/chars/sean/pound8.png
frame data/chars/sean/pound9.png
frame data/chars/sean/pound10.png
#
offset 89 175
frame data/chars/sean/smash1.png
frame data/chars/sean/smash2.png
frame data/chars/sean/smash3.png
@cmd spawn02 "flash3"
@cmd spawn01 "flash4" 0 130 1
        sound  data/chars/sean/speech2.wav
frame data/chars/sean/smash4.png
@cmd finish 25 3 2 0 -1
@cmd spawn01 "wave" 0 0 -1
sound data/sounds/hit1.wav
@cmd depost
@cmd clearSlam
frame data/chars/sean/smash5.png
frame data/chars/sean/smash6.png
frame data/chars/sean/smash1.png
frame data/chars/sean/smash7.png
frame data/chars/sean/slide3.png
frame data/chars/sean/roll1.png
frame data/chars/sean/rise11.png

Even Chun Li's GRABBACKWARD:

anim grabbackward
        drawmethod  195 250 0 0 0 0 -1
        attackone 0
hitfx data/sounds/bukk.wav
@cmd lock
@cmd slamStart
@cmd position 0 22 0 -1 0
offset 89 183
delay  20
sound data/sounds/grab.wav
@cmd spawn01 "fblock" 25 90 1
frame data/chars/chunli/flipk13.png
@cmd position 0 25 0 -1 0
Delay 5
offset 88 183
        sound  data/chars/chunli/haaa.wav
frame data/chars/chunli/flipk1.png
        sound  data/sounds/ss1.wav
frame data/chars/chunli/flipk1.png
frame data/chars/chunli/flipk2.png
@cmd position 1 0 75 -1 1
Delay 10
        offset 87 195
frame data/chars/chunli/flipk3.png
frame data/chars/chunli/flipk4.png
@cmd position 2 -25 55 -1 1
Delay 6
        offset 109 169
        Attack -25 -6 60 70 12 1 1 0 20
        frame data/chars/chunli/flipk5.png
frame data/chars/chunli/flipk6.png
@cmd position 2 -30 0 -1 1
@cmd hurt 24
@cmd spawn01 "down" -40 0 1
Delay 15
offset 97 140
Attack -12 15 74 53 12 1 1 0 20
frame data/chars/chunli/flipk7.png
@cmd position 3 -40 0 -1 1
@cmd finish 0 -2 2 0 1
@cmd depost
@cmd clearSlam
Delay 7
offset 97 140
Attack 0
frame data/chars/chunli/flipk8.png
offset 97 175
        frame data/chars/chunli/da14.png
        frame data/chars/chunli/da15.png

In order for your characters to do slams, you will need slam.c scripts. I got you:

#include "data/scripts/common/score.c"
void lock()
{
lockEntity(1);
}
void lockEntity(void noair)
{
void self = getlocalvar("self");
void target = getentityproperty(self, "grabbing");
if (!target){
target = getentityproperty(self, "opponent");
if(!target){
setentityvar(self,0,0);
setidle(self,openborconstant("ANI_IDLE"));
return;
}
}
if(getentityproperty(target,"type")==openborconstant("TYPE_OBSTACLE")
||getentityproperty(target,"dead")
||getentityproperty(target,"antigrab")
){
setidle(self,openborconstant("ANI_IDLE"));
}else{
if(noair)
{
if(getentityproperty(target,"a")!=getentityproperty(target,"base"))
{
setidle(self,openborconstant("ANI_IDLE"));
return;
}
}
setentityvar(self,0,target);
setentityvar(target,0,1);
}
}
void slamStart()
{
void self = getlocalvar("self");
if(!self){return;}else{}
void target = getentityvar(self,0);
if(target)
{
changeentityproperty(target,"noaicontrol",1);
performattack(target,openborconstant("ANI_FALL7"));
}else{
setidle(self,openborconstant("ANI_IDLE"));
}
}
void position(int Frame, float dx, float dy, float dz, int face)
{
void self = getlocalvar("self");
if(!self){return;}else{}
void target = getentityvar(self,0);
if(target)
{
updateframe(target, Frame);
bindentity(target, self, dx, dz, dy, face, 0);
//changeentityproperty(target,"nextthink",openborvariant("elapsed_time")+250);
//changeentityproperty(target,"nextanim",openborvariant("elapsed_time")+250);
}
}
void depost()
{
depost01(0);
}
void depost01(void bounce)
{
void self = getlocalvar("self");
void target = getentityvar(self,0);
if(target)
{
bindentity(target, NULL());
if(bounce)
{
changeentityproperty(target,"velocity",0,0,0);

}
}
}
void slamHurt()
{
//void self = getlocalvar("self");
//void target = getentityvar(self,0);
//void model;
//if(target){
// model=getentityproperty(target,"model");
// if (model=="Hugo"
// ||model=="Andore"
// ||model=="Raiden"
// ||model=="Chang"
// ||model=="Alex"
// ||model=="Zankuro"
// )
// {
// depost();
// clearSlam();
// damageentity(self,target,15,1,openborconstant("ATK_NORMAL"));
// damageentity(target,self,0,1,openborconstant("ATK_NORMAL"));
// tossentity(target,-1,0.01, 0);
// }
//}
}
void clearSlam()
{
void self = getlocalvar("self");
void target = getentityvar(self,0);
void x,zself,xself,offset,wall,i;
void base=getentityproperty(self,"base");
if(target)
{
setentityvar(self,0,NULL());
setentityvar(target,0,NULL());
x=getentityproperty(target,"x");
xself=getentityproperty(self,"x");
zself=getentityproperty(self,"z");
changeentityproperty(target,"noaicontrol",0);
if (xself>x){
offset=2;
}else{
offset=-2;
}
for (i=0;i<200;i++)
{
wall=checkwall(x,zself);
if (wall<=base){
changeentityproperty(target,"position",x,zself);
return;
}
x+=offset;
}
}
}
void finish(int Damage, int x, int y, int z, int faceOpposite)
{
void self = getlocalvar("self");
void target = getentityvar(self,0);
int SDir = getentityproperty(target,"direction");
int MDir;

if(faceOpposite){
MDir=!SDir;
}else{
MDir=SDir;
}
if(target)
{
int dir = getentityproperty(target,"direction");
if(!dir)x = -x;
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL"));
tossentity(target, y, x, z);
changeentityproperty(target, "direction", MDir);
}
}
void throw(int Damage, int x, int y, int z, int faceOpposite)
{
void self = getlocalvar("self");
void target = getentityvar(self,0);
int SDir = getentityproperty(target,"direction");
int MDir;

if(faceOpposite){
MDir=!SDir;
}else{
MDir=SDir;
}

if(target)
{
int dir = getentityproperty(target,"direction");
if(!dir){
x = -x;
}
bindentity(target, NULL());
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL4"));
changeentityproperty(target, "attacking", 1);
changeentityproperty(target, "damage_on_landing", Damage);
changeentityproperty(target, "projectile", 1);
changeentityproperty(target, "direction", MDir);
tossentity(target, y, x, z);
clearSlam();

  }
}

void hurt(int aamage)
{
hurt2(aamage,0);
}
void hurt2(int damage,int is_live)
{
hurt3(damage,is_live,7,1);
}
void hurt3(int Damage,int is_live,int type,int keepframe)
{
void self = getlocalvar("self");
void target = getentityvar(self,0);
if(!target){return;}else{}
int TAniPos = getentityproperty(target,"animpos");

if (is_live){
void hp=getentityproperty(target,"health");
void thp = hp;
thp -=Damage;
if(thp<1)thp=1;
changeentityproperty(target,"health",thp);
addScore(self,Damage*5);
}else{
if(!type)
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL"));
else
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL"+type));
}
if (keepframe)updateframe(target, TAniPos);
}

I have slam.c in data/scripts/common/slam.c


To make a slam script a take the follow steps.

1. Create a file slam.c  with the text of Itsuchi KS and put in the script folder

2. Set the line: animationscript data/scripts/slam.c
    in the txt player header.

3. Take the animation of slam and apply the scripts.

In my case this is the animation:

anim freespecial4
loop 0
        followanim 4
        followcond 3
delay 18
        jumpframe 2 1 0
offset 82 177
bbox 79 90 29 88
frame data/chars/midas/at2c.gif
delay 2
        move    6
        movea  4
        movez  4
bbox 52 68 31 111
sound  data/chars/midas/yaa2.wav
frame data/chars/midas/kick0.gif
frame data/chars/midas/kick0.gif
        move    6
frame data/chars/midas/kick0.gif
        movez  0
frame data/chars/midas/kick0.gif
        move    4
frame data/chars/midas/kick0.gif
frame data/chars/midas/kick0.gif
        movea  2
attack  84 108 28 34 5 0 0 0 10
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
        attack  0 0 0 0
        move    1
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
        movea  0
frame data/chars/midas/knee.gif
frame data/chars/midas/kick0.gif
frame data/chars/midas/kick0.gif
frame data/chars/midas/kick0.gif
frame data/chars/midas/kick0.gif
frame data/chars/midas/kick0.gif


anim follow4
loop 0
        followanim 5
        followcond 3
delay 2
        move    2
        movea  2
        attack  0 0 0 0
bbox 0 0 0 0
offset 82 177
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
        move    1
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
frame data/chars/midas/knee.gif
        movea  0
        move    0
frame data/chars/midas/knee.gif
offset 87 183
frame data/chars/midas/break0.gif
frame data/chars/midas/break0.gif
frame data/chars/midas/break0.gif
frame data/chars/midas/break0.gif
frame data/chars/midas/break0.gif
frame data/chars/midas/break0.gif
hitfx data/sounds/indirect.wav
        attack  88 107 42 24 5 0 1 0 15
frame data/chars/midas/break2b.gif
frame data/chars/midas/break2b.gif
offset 82 177
attack  0 0 0 0
frame data/chars/midas/break2.gif
frame data/chars/midas/break2.gif
delay 30
frame data/chars/midas/break2.gif
delay 12
frame data/chars/midas/break1.gif


anim follow5
loop      0
fastattack 1
        followanim 8
        followcond 3
offset 87 183
delay 2
bbox 0 0 0 0
frame data/chars/midas/break2b.gif
frame data/chars/midas/break2b.gif
offset 82 177
attack  0 0 0 0
frame data/chars/midas/break2.gif
frame data/chars/midas/break2.gif
delay 30
frame data/chars/midas/break2.gif
delay 12
frame data/chars/midas/break1.gif
hitfx data/sounds/empty.wav
delay 4
        attackone 1
        attack  100 90 15 35 0 0 1 1 10
frame data/chars/midas/break1.gif
attack  0 0 0 0



anim follow8
loop      0
offset 82 177
delay 4
        move  -20
bbox 0 0 0 0
attack  0 0 0 0
        frame data/chars/midas/grab.gif
        move  0
fastattack 1
jumpframe 2 4 0
landframe  7
quakeframe 7 5 -2
delay  4
        hitFX data/sounds/jump.wav
@cmd stop
@cmd lock
@cmd slamStart
        @cmd  position 0 20 1 -2 -1
        attackone 1
        attack13 115 90 30 35 0 0 1 1 10 20
        frame data/chars/midas/grab.gif
        movez  0
attack  0 0 0 0
delay      14
        frame data/chars/midas/slam0.gif
sound  data/chars/midas/yaa1.wav
delay    6
        frame data/chars/midas/slam1.gif
offset   99 156
        frame data/chars/midas/pile00.gif
delay      16
        frame      data/chars/midas/pile01.gif
delay      999
        frame      data/chars/midas/pile01.gif
delay      5
sound   data/sounds/slam.wav
        frame      data/chars/midas/pile02.gif
        frame      data/chars/midas/pile02.gif
        frame      data/chars/midas/pile02.gif
        frame      data/chars/midas/pile02.gif
        frame      data/chars/midas/pile02.gif
hitfx   data/sounds/empty.wav
attack8  110 135 40 20 10 1 1 1 50 20
        damageonlanding 10 1
        staydown  500 500
        frame      data/chars/midas/pile02.gif
        frame      data/chars/midas/pile02.gif
        frame      data/chars/midas/pile02.gif
        frame      data/chars/midas/pile02.gif
        frame      data/chars/midas/pile02.gif
attack    0 0 0 0
@cmd finish 25 3 2 0 -1
@cmd depost
@cmd clearSlam
delay 12
offset 82 177
        frame  data/chars/midas/rise1.gif
        frame  data/chars/midas/rise2.gif
frame  data/chars/midas/rise3.gif

But dont work.

The OpenBorLog says: Can't compile script!

This is the error script log:
####animationscript function main#####
# data/chars/midas/midas.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animhandle = getlocalvar("animhandle");
    if(animhandle==167)
    {
        if(frame==1)
        {
            stop();
        }
        if(frame==1)
        {
            lock();
        }
        if(frame==1)
        {
            slamStart();
        }
        if(frame==17)
        {
            finish(25, 3, 2, 0, -1);
        }
        if(frame==17)
        {
            depost();
        }
        if(frame==17)
        {
            clearSlam();
        }
        return;
    }

}

Its not easy slam script...

Any idea?
 
The slam you are making here seems complex since you have cascading followups.
Can you explain what is exactly you are making here?
 
Bloodbane said:
The slam you are making here seems complex since you have cascading followups.
Can you explain what is exactly you are making here?

The move is a double combo, then next make a pile driver.
All the move work with any script, the problem is when the move start the characters moves in different z axis.
Then when players make the pile driver, the enemy sometime shows over the player and sometime the final hit not make contact.
For all this i need use script, i dont like the idea but is the only solution to make chatacters shows correctly.

The move is the next:
The first part of the freespecial4 its  a jump knee.
When hit the enemy continue with follow 4 making and elbow attack to land hit the enemy.
The follow5 is to give the time at the follw4 to land, because other way the jumpframe of the follow8 not work fine.
Finally the follow8 is the pile driver.

I need help to convert this move with script, its very hard understand this whit many differents points of view.
Thanks
 
magggas said:
What ever you are trying to do here,i just wanted to give you one advice(and everyone else too).If you like to learn and understand the slam scripts and mechanics,just look inside the crime buster mod from Bloodbane.In my World Heroes mod i was using for first time any scripts and i learned everything from there.Looking in my WH mod for the slam scripts it´s not an good idea too,because maybe you will get confused because i did some things harder and complex for my self as it was.(That was my first experience with slams as i said).
Anyways,all the scripts i used there,i token from the crime buster mod.So you will find everything in crime buster mod.

About the tutorials from Itsuchi KS(no offense man),i will not recommend,since he is on learning currently for hes self this scripts and he is messed up there with a lot of functions which you will no need actually just to make an slam for the begining.

I am great fun of you work, and inspire me to continue with the mod  i started a few years ago.

FIRST: You say  " What ever you are trying to do here"

If i know wath are doing not askin for help here.

SECOND: Bloodbane say to me : "although Crime Buster v2.5 can be used to make pseudo slams but I don't recommend that."

Then i look for other ways.
If you can help with more specific instructions, wellcome for everything.
Only says search here, search there not help.
I not the only one with problems understand the script.
A complete tutorial about every simple script move like slam, throw, etc, be great and very useful.
Step by step for the beginnig for all these want to learn how make it.

Thanks and countinue with you great work.
 
Sorry for the misunderstanding, I mentioned pseudo slam trick cause that's just exactly what you are trying to achieve here WHICH is not recommended by me.

I immediately know that simply from this line:

    attack8  110 135 40 20 10 1 1 1 50 20
        damageonlanding 10 1
        staydown  500 500

This finisher is commonly used in pseudo slam which is no longer required if you're using these scripts.

If you want to use slam scripts from Crime Busterv2.5, you must forget about this pseudo slam and remake the slam.

I don't know where Itsuchi get those modified scripts cause mine has different setup.

Anyways, dantedevil, can you post the whole openborlog? the error must be mentioned somewhere around there
 
Here the complete OpenBor Log:

Total Ram: 4294967295 Bytes
Free Ram: 4294967295 Bytes
Used Ram: 3411968 Bytes

debug:nativeWidth, nativeHeight, bpp  1440, 900, 32
OpenBoR v3.0 Build 3854, Compile Date: Mar  4 2013

Game Selected: ./Paks/bor.pak

FileCaching System Init...... Disabled
Initializing video............
'data/video.txt' not found.
Initialized video............. 320x240 (Mode: 0, Depth: 8 Bit)

Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 Done!
Timer init................... Done!
Initialize Sound.............. Done!
Loading sprites.............. Done!
Loading level order.......... Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............

Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'bflash' from data/chars/misc/bflash.txt
Cacheing 'block' from data/chars/misc/block.txt
Cacheing 'bloody' from data/chars/misc/bloody.txt
Cacheing 'smoky' from data/chars/misc/smoky.txt
Cacheing 'smoky2' from data/chars/misc/smoky2.txt
Cacheing 'elec' from data/chars/misc/elec.txt
Cacheing 'flami' from data/chars/misc/flamy.txt
Cacheing 'flamy' from data/chars/misc/flami.txt
Cacheing 'wet' from data/chars/misc/wet.txt
Cacheing 'freef' from data/chars/misc/freef.txt
Cacheing 'bfatal' from data/chars/misc/bfatal.txt
Cacheing 'pspawn' from data/chars/misc/pspawn.txt
Cacheing 'CARO' from data/chars/caro/caro.txt
Cacheing 'MIDAS' from data/chars/midas/midas.txt
Cacheing 'KITANA' from data/chars/KITANA/KITANA.txt
Cacheing 'KANG' from data/chars/kang/kang.txt
Cacheing 'RAIDEN' from data/chars/RAIDEN/RAIDEN.txt
Cacheing 'splat' from data/chars/misc/splat.txt
Cacheing 'Bomb3' from data/chars/kintaro/bomb3.txt
Cacheing 'bomfire' from data/chars/soldier/bomfire.txt
Cacheing 'bomfree' from data/chars/soldier/bomfree.txt
Cacheing 'break' from data/chars/subzero/break.txt
Cacheing 'snow' from data/chars/subzero/snow.txt
Cacheing 'szstar' from data/chars/subzero/szstar.txt
Cacheing 'steal' from data/chars/ostsung/steal.txt
Cacheing 'light1' from data/chars/raiden/light1.txt
Cacheing 'light2' from data/chars/raiden/light2.txt
Cacheing 'ray' from data/chars/raiden/ray.txt
Cacheing 'light3' from data/chars/raiden/light3.txt
Cacheing 'light4' from data/chars/rain/light4.txt
Cacheing 'rock' from data/chars/earth/rock.txt
Cacheing 'rock2' from data/chars/earth/rock2.txt
Cacheing 'skuller' from data/chars/quanchi/skuller.txt
Cacheing 'magical' from data/chars/quanchi/magical.txt
Cacheing 'clon' from data/chars/subzero/clon.txt
Cacheing 'clone' from data/chars/frost/clone.txt
Cacheing 'fbomb' from data/chars/frost/fbomb.txt
Cacheing 'raid_s' from data/chars/raiden/raid_s.txt
Cacheing 'kita_s' from data/chars/kitana/kita_s.txt
Cacheing 'magic' from data/chars/misc/magic.txt
Cacheing 'fmagic' from data/chars/misc/fmagic.txt
Cacheing 'raid_s1' from data/chars/raiden/raid_s1.txt
Cacheing 'raid_s2' from data/chars/raiden/raid_s2.txt
Cacheing 'hurr' from data/chars/kitana/hurr/hurr.txt
Cacheing 'hurr2' from data/chars/kitana/hurr/hurr2.txt
Cacheing 'lifeup' from data/chars/misc/lifeup.txt
Cacheing 'lifeup' from data/chars/misc/lifeup2.txt
Cacheing 'Empty' from data/chars/misc/empty.txt
Cacheing 'trash' from data/chars/misc/trash.txt
Cacheing 'skulls' from data/chars/misc/skulls.txt
Cacheing 'box' from data/chars/misc/BOX.txt
Cacheing 'fire' from data/chars/misc/fire.txt
Cacheing 'column' from data/chars/misc/column.txt
Cacheing 'water' from data/chars/misc/water.txt
Cacheing 'water2' from data/chars/misc/water2.txt
Cacheing 'spike' from data/chars/misc/spike.txt
Cacheing 'Tree' from data/chars/misc/tree.txt
Cacheing 'Tree_' from data/chars/misc/tree_.txt
Cacheing 'skel' from data/chars/misc/skel.txt
Cacheing 'face' from data/chars/misc/face.txt
Cacheing 'barrel' from data/chars/misc/barrel.txt
Cacheing 'AMAZON' from data/chars/amazon/amazon.txt
Cacheing 'AMAZON2' from data/chars/amazon/amazon2.txt
Cacheing 'AMAZONC' from data/chars/amazon/amazonc.txt
Cacheing 'AMAZONE' from data/chars/amazon/amazone.txt
Cacheing 'AMAZONF' from data/chars/amazon/amazonf.txt
Cacheing 'AMAZONQ' from data/chars/amazon/amazonq.txt
Cacheing 'BARAKA' from data/chars/baraka/baraka.txt
Cacheing 'BLACKGUARD' from data/chars/blackguard/blackguard.txt
Cacheing 'BLACKGUARD1' from data/chars/blackguard/blackguard1.txt
Cacheing 'BLOOD' from data/chars/blood/blood.txt
Cacheing 'BODYGUARD' from data/chars/bodyguard/bodyguard.txt
Cacheing 'BREAKER' from data/chars/breaker/breaker.txt
Cacheing 'CHROME' from data/chars/chrome/chrome.txt
Cacheing 'CYBER_NINJA' from data/chars/cninja/cninja.txt
Cacheing 'EARTH' from data/chars/earth/earth.txt
Cacheing 'ELECTRO' from data/chars/electro/electro.txt
Cacheing 'ERMAC' from data/chars/ermac/ermac.txt
Cacheing 'FLAME' from data/chars/flame/flame.txt
Cacheing 'FROST' from data/chars/frost/frost.txt
Cacheing 'GHOST' from data/chars/ghost/ghost.txt
Cacheing 'GORO' from data/chars/goro/goro.txt
Cacheing 'GORO' from data/chars/goro/goro.txt
Cacheing 'GRAND_MASTER' from data/chars/gmaster/gmaster.txt
Cacheing 'GUARD' from data/chars/guard/guard.txt
Cacheing 'GUARDK' from data/chars/guard/guardk.txt
Cacheing 'JADE' from data/chars/jade/jade.txt
Cacheing 'KANO' from data/chars/kano/kano.txt
Cacheing 'KIMOKAHN' from data/chars/kimokahn/kimokahn.txt
Cacheing 'KINTARO' from data/chars/kintaro/kintaro.txt
Cacheing 'KINTARO' from data/chars/kintaro/kintaro.txt
Cacheing 'MILEENA' from data/chars/mileena/mileena.txt
Cacheing 'MOTARO' from data/chars/motaro/motaro.txt
Cacheing 'NINJA' from data/chars/ninja/ninja.txt
Cacheing 'NINJA2' from data/chars/ninja/ninja2.txt
Cacheing 'NINJA3' from data/chars/ninja/ninja3.txt
Cacheing 'NINJA4' from data/chars/ninja/ninja4.txt
Cacheing 'NOOB_SAIBOT' from data/chars/noob/noob.txt
Cacheing 'OLD_SHANG_TSUNG' from data/chars/ostsung/ostsung.txt
Cacheing 'QUANCHI' from data/chars/quanchi/quanchi.txt
Cacheing 'QUEEN' from data/chars/queen/queen.txt
Cacheing 'RAIN' from data/chars/rain/rain.txt
Cacheing 'REIKO' from data/chars/reiko/reiko.txt
Cacheing 'REPTILE' from data/chars/reptile/reptile.txt
Cacheing 'RIPPER' from data/chars/ripper/ripper.txt
Cacheing 'RIPPER_' from data/chars/ripper/ripper_.txt
Cacheing 'SAND' from data/chars/sand/sand.txt
Cacheing 'SCORPION' from data/chars/scorpion/scorpion.txt
Cacheing 'SHANG_TSUNG' from data/chars/stsung/stsung.txt
Cacheing 'SHAO_KAHN' from data/chars/shaokahn/shaokahn.txt
Cacheing 'SHEEVA' from data/chars/sheeva/sheeva.txt
Cacheing 'SINDEL' from data/chars/sindel/sindel.txt
Cacheing 'SMOKE' from data/chars/smoke/smoke.txt
Cacheing 'SOLDIER' from data/chars/soldier/soldier.txt
Cacheing 'SOLDIERK' from data/chars/soldier/soldierk.txt
Cacheing 'SOLDIERF' from data/chars/soldier/soldierf.txt
Cacheing 'SOLDIERC' from data/chars/soldier/soldierc.txt
Cacheing 'SOUL' from data/chars/soul/soul.txt
Cacheing 'SUB_ZERO' from data/chars/subzero/subzero.txt
Cacheing 'TANYA' from data/chars/tanya/tanya.txt
Cacheing 'TARTAKANO' from data/chars/tartakano/tartakano.txt
Cacheing 'THIEFMAN' from data/chars/thiefman/thiefman.txt
Cacheing 'TREMOR' from data/chars/tremor/tremor.txt
Cacheing 'WAVE' from data/chars/wave/wave.txt
Cacheing 'WIND' from data/chars/wind/wind.txt
Cacheing 'qskull' from data/chars/quanchi/qskull.txt
Cacheing 'knifer' from data/chars/misc/knifer.txt
Cacheing 'shoto' from data/chars/caro/shoto.txt
Cacheing 'spear' from data/chars/scorpion/spear.txt
Cacheing 'fball' from data/chars/subzero/fball.txt
Cacheing 'souls' from data/chars/ostsung/souls.txt
Cacheing 'star' from data/chars/ninja/star.txt
Cacheing 'airstar' from data/chars/ninja/airstar.txt
Cacheing 'litball' from data/chars/goro/litball.txt
Cacheing 'shadow' from data/chars/noob/shadow.txt
Cacheing 'shoti' from data/chars/soldier/shoti.txt
Cacheing 'blade' from data/chars/kitana/blade.txt
Cacheing 'blade2' from data/chars/kitana/blade2.txt
Cacheing 'kball' from data/chars/kang/kball.txt
Cacheing 'eball' from data/chars/ermac/eball.txt
Cacheing 'rball' from data/chars/rain/rball.txt
Cacheing 'dry' from data/chars/wave/dry.txt
Cacheing 'dry2' from data/chars/wave/dry2.txt
Cacheing 'bomby' from data/chars/amazon/bomby.txt
Cacheing 'bombyf' from data/chars/amazon/bombyf.txt
Cacheing 'bombye' from data/chars/amazon/bombye.txt
Cacheing 'bombyc' from data/chars/amazon/bombyc.txt
Cacheing 'sai' from data/chars/mileena/sai.txt
Cacheing 'Steam' from data/chars/misc/steam.txt
Cacheing 'Steamer' from data/chars/misc/steamer.txt
Cacheing 'portal' from data/chars/misc/portal.txt
Cacheing 'bala' from data/chars/tanya/bala.txt
Cacheing 'bala2' from data/chars/tanya/bala2.txt
Cacheing 'sta' from data/chars/reiko/sta.txt
Cacheing 'bala3' from data/chars/tremor/bala3.txt
Cacheing 'tox' from data/chars/reptile/tox.txt
Cacheing 'fatal' from data/chars/misc/fatal.txt
Cacheing 'fat' from data/chars/misc/fat.txt
Cacheing 'fatal' from data/chars/misc/fatal.txt

Loading 'flash' from data/chars/misc/flash.txt
Loading 'bflash' from data/chars/misc/bflash.txt
Loading 'Block' from data/chars/misc/block.txt
Loading 'bloody' from data/chars/misc/bloody.txt
Loading 'smoky' from data/chars/misc/smoky.txt
Loading 'smoky2' from data/chars/misc/smoky2.txt
Loading 'elec' from data/chars/misc/elec.txt
Loading 'flamy' from data/chars/misc/flamy.txt
Loading 'flami' from data/chars/misc/flami.txt
Loading 'wet' from data/chars/misc/wet.txt
Loading 'freef' from data/chars/misc/freef.txt
Loading 'bfatal' from data/chars/misc/bfatal.txt
Loading 'pspawn' from data/chars/misc/pspawn.txt
Loading 'Shoto' from data/chars/caro/shoto.txt
Loading 'CAROLINA' from data/chars/caro/caro.txt
Script compile error: can't find function 'addScore'

Script compile error in 'animationscript': addScore line 205, column 8

********** An Error Occurred **********
*            Shutting Down            *

Can't compile script!
Total Ram: 4294967295 Bytes
Free Ram: 4294967295 Bytes
Used Ram: 17018880 Bytes

Release level data........... Done!
Release graphics data........ Done!
Release game data............


Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!

**************** Done *****************

Can't compile script!
 
It says, you are missing addScore function
Since you get the scripts from Itsuchi, you either ask him about the function or remove that function.
 
Ok!

Give the steps one by one to make this work please!

My mod is almost finish, but this slams are a waste of time to if i dont understand how make it work.
 
Yes, i try with that tutorial before with searh other way.
But not work for me.

If you read the top of this post, you see my complete description of the slam in my mod and the error logs.

Maybe you can helpme.

Thanks.
 
But I can use that tutorial for making this throw, this is why I am posting this. When I learned this, I've a try with different grabs, like you throw someone to the air then grab it, and it worked .

If you could post an image, or a gif of what do you want, I can help you. Or PM me the game.
I do prefer to teach you rather to make it for you, so you can learn how to do it. I learned when I had almost no experience with OpenBOR (and I am not THAT experienced yet).
 
I think like you my friend, i better learn .

I dont know the frames for second to the openbor, so i record a gif but the animation shows rare., slowly.
This is the move:




Like you see its a combo:

Air knee, next land with elbow over opponnet, and finnaly the slam.

I create the move without any scipts, but if you see the animated gif in the last slam, the animations fail.
For that i need convert this move with script to make the entities align in the z axis.

I hope this was useful to make a tutorial to helpme.

Thanks.
 
A mod using Pit Fighter sprites? that is sweet!

About the move, sometimes she lands on the ground, but on other times, she flies on a strange way?

Anyway, tell me something: after you put the scripts I linked to you, the error still persists?
 
O Ilusionista said:
A mod using Pit Fighter sprites? that is sweet!

About the move, sometimes she lands on the ground, but on other times, she flies on a strange way?

Anyway, tell me something: after you put the scripts I linked to you, the error still persists?

In the animated gif the script if no present.
The animation without script works if the two entities start in the same z axis.
In the last slam of the gif, the two entities walk in different z axis when the animation start.
For this the slam fail and she flies on stange way.

I try to make the animation with script using the grabscript.c of this link:

http://cavernofcreativity.com/Atlas/Thread-Crime-Buster-Slam-Tutorial-for-Beginners?highlight=slam+tutorial

But not work...

Here the part of the OpenBorLog with the error:
Loading 'flash' from data/chars/misc/flash.txt
Loading 'bflash' from data/chars/misc/bflash.txt
Loading 'Block' from data/chars/misc/block.txt
Loading 'bloody' from data/chars/misc/bloody.txt
Loading 'smoky' from data/chars/misc/smoky.txt
Loading 'smoky2' from data/chars/misc/smoky2.txt
Loading 'elec' from data/chars/misc/elec.txt
Loading 'flamy' from data/chars/misc/flamy.txt
Loading 'flami' from data/chars/misc/flami.txt
Loading 'wet' from data/chars/misc/wet.txt
Loading 'freef' from data/chars/misc/freef.txt
Loading 'bfatal' from data/chars/misc/bfatal.txt
Loading 'pspawn' from data/chars/misc/pspawn.txt
Loading 'Shoto' from data/chars/caro/shoto.txt
Loading 'CAROLINA' from data/chars/caro/caro.txt
Script compile error: can't find function 'slamStart2'

Script compile error in 'animationscript': slamStart2 line 9, column 12

********** An Error Occurred **********
*            Shutting Down            *

Can't compile script!
Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 16465920 Bytes

Release level data........... Done!
Release graphics data........ Done!
Release game data............


Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!

**************** Done *****************

Can't compile script!

And here the ScriptLog:
####animationscript function main#####
# data/chars/midas/midas.txt
########################################
void main()
{
    int frame = getlocalvar("frame");
    int animhandle = getlocalvar("animhandle");
    if(animhandle==167)
    {
        if(frame==0)
        {
            slamStart2();
        }
        if(frame==0)
        {
            position(24, 54, 0, -1, 0);
        }
        if(frame==2)
        {
            position(24, 54, 0, -1, 0);
        }
        if(frame==17)
        {
            finish(25, 3, 2, 0, -1);
        }
        if(frame==17)
        {
            depost();
        }
        if(frame==17)
        {
            clearSlam();
        }
        return;
    }

}

Wat is wrong?

 
I found the error, in the character says SlamStart2 and in the grabscript.c says slamstart2.
Now the game start, but if i choose the character with the animation script the game closes with any errors in the log.

Any idea?
 
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