MysticalMist
Active member
Hey guys,
So recently, I've just started working in OpenBOR to get my current project "Helluva Brawl", off the ground. So far, everything's been going fine and I've loved working with the slam/grab scripts. However, I can't seem to understand how to use the antiwall commands or overall, just how to address this situation.
My test stage has two walls (I am using Chronocrash Modder Toosl for reference):
The stage itself is pretty simple. I just wanted to make borders where the edges of the ring are.
However, when the player slams the opponent right up against or close enough to the wall, either the enemy teleports to the very top of the wall or gets stuck inside it.
Here's a video I recorded showing the issue:
Below is how I programmed the player's suplexes & piledriver:
PILEDRIVER (grabup):
landframe 4
attackone 0
fastattack 1
quakeframe 4 1 12
jumpframe 1 6
sound data/sounds/coco_pd.wav
attack.damage.force 0
attack.effect.hit.sound.path data/sounds/silence.wav
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
delay 30
offset 44 117
@cmd slamstart
@cmd position 0 5 0 -1 -1
frame data/chars/coco/jump/0.png
@cmd position 0 5 50 -1 -1
@cmd keymove 0.7
frame data/chars/coco/piledrive/0.png
sound data/sounds/swing.wav
delay 7
offset 21 88
@cmd position 0 15 5 -1 -1
@cmd keymove 0.7
frame data/chars/coco/piledrive/1.png
delay 999
offset 21 68
@cmd position 2 30 5 -1 -1
@cmd keymove 0.7
frame data/chars/coco/piledrive/2.png
delay 12
offset 21 68
sound data/sounds/slam.wav
@cmd spawn01 "flash" 30 1 1
frame data/chars/coco/piledrive/2.png
delay 24
offset 75 117
@cmd depost 0
@cmd throw 28 2 -2 2 0 0
@cmd clearL
FRONT SUPLEX (grabforward):
flipframe 1
attackone 0
quakeframe 2 1 8
fastattack 1
delay 20
sound data/sounds/Coco_atk03.wav
@cmd slamstart
@cmd position 0 40 25 -1 1
offset 55 114
attack.damage.force 0
attack.effect.hit.sound.path data/sounds/silence.wav
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
frame data/chars/coco/grabwalk/0.png
@cmd position 3 15 25 -1 1
delay 24
offset 80 114
frame data/chars/coco/backgrab/2.png
delay 18
offset 80 114
sound data/sounds/slam.wav
@cmd position 2 -60 0 -1 1
@cmd spawn01 "flash" -70 1 -5
frame data/chars/coco/backgrab/3.png
@cmd depost 0
@cmd throw 28 2 -2 2 0 0
@cmd antiwall -10 600 0
@cmd clearL
frame data/chars/coco/backgrab/3.png
offset 75 117
frame Data/Chars/Coco/backgrab/4.png
REAR SUPLEX (grabbackward):
attackone 0
quakeframe 2 1 8
fastattack 1
delay 20
sound data/sounds/Coco_atk03.wav
@cmd slamstart
@cmd position 0 40 25 -1 1
offset 55 114
attack.damage.force 0
attack.effect.hit.sound.path data/sounds/silence.wav
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
frame data/chars/coco/grabwalk/0.png
delay 24
@cmd position 3 15 25 -1 1
delay 24
offset 80 114
frame data/chars/coco/backgrab/2.png
delay 18
offset 80 114
sound data/sounds/slam.wav
@cmd position 2 -60 0 -1 1
@cmd spawn01 "flash" -70 1 -5
frame data/chars/coco/backgrab/3.png
@cmd depost 0
@cmd antiwall -10 600 0
@cmd throw 28 2 -2 2 0 0
@cmd clearL
frame data/chars/coco/backgrab/3.png
offset 75 117
frame Data/Chars/Coco/backgrab/4.png
I've read the entire manual and did what I could to dissect the scripts and figure out what the problem was, however I am not the best obviously, even I fear the solution may have been in front of me the whole time haha.
I would definitely appreciate the help, thank you all!
So recently, I've just started working in OpenBOR to get my current project "Helluva Brawl", off the ground. So far, everything's been going fine and I've loved working with the slam/grab scripts. However, I can't seem to understand how to use the antiwall commands or overall, just how to address this situation.
My test stage has two walls (I am using Chronocrash Modder Toosl for reference):

The stage itself is pretty simple. I just wanted to make borders where the edges of the ring are.
However, when the player slams the opponent right up against or close enough to the wall, either the enemy teleports to the very top of the wall or gets stuck inside it.
Here's a video I recorded showing the issue:
Below is how I programmed the player's suplexes & piledriver:
PILEDRIVER (grabup):
landframe 4
attackone 0
fastattack 1
quakeframe 4 1 12
jumpframe 1 6
sound data/sounds/coco_pd.wav
attack.damage.force 0
attack.effect.hit.sound.path data/sounds/silence.wav
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
delay 30
offset 44 117
@cmd slamstart
@cmd position 0 5 0 -1 -1
frame data/chars/coco/jump/0.png
@cmd position 0 5 50 -1 -1
@cmd keymove 0.7
frame data/chars/coco/piledrive/0.png
sound data/sounds/swing.wav
delay 7
offset 21 88
@cmd position 0 15 5 -1 -1
@cmd keymove 0.7
frame data/chars/coco/piledrive/1.png
delay 999
offset 21 68
@cmd position 2 30 5 -1 -1
@cmd keymove 0.7
frame data/chars/coco/piledrive/2.png
delay 12
offset 21 68
sound data/sounds/slam.wav
@cmd spawn01 "flash" 30 1 1
frame data/chars/coco/piledrive/2.png
delay 24
offset 75 117
@cmd depost 0
@cmd throw 28 2 -2 2 0 0
@cmd clearL
FRONT SUPLEX (grabforward):
flipframe 1
attackone 0
quakeframe 2 1 8
fastattack 1
delay 20
sound data/sounds/Coco_atk03.wav
@cmd slamstart
@cmd position 0 40 25 -1 1
offset 55 114
attack.damage.force 0
attack.effect.hit.sound.path data/sounds/silence.wav
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
frame data/chars/coco/grabwalk/0.png
@cmd position 3 15 25 -1 1
delay 24
offset 80 114
frame data/chars/coco/backgrab/2.png
delay 18
offset 80 114
sound data/sounds/slam.wav
@cmd position 2 -60 0 -1 1
@cmd spawn01 "flash" -70 1 -5
frame data/chars/coco/backgrab/3.png
@cmd depost 0
@cmd throw 28 2 -2 2 0 0
@cmd antiwall -10 600 0
@cmd clearL
frame data/chars/coco/backgrab/3.png
offset 75 117
frame Data/Chars/Coco/backgrab/4.png
REAR SUPLEX (grabbackward):
attackone 0
quakeframe 2 1 8
fastattack 1
delay 20
sound data/sounds/Coco_atk03.wav
@cmd slamstart
@cmd position 0 40 25 -1 1
offset 55 114
attack.damage.force 0
attack.effect.hit.sound.path data/sounds/silence.wav
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
frame data/chars/coco/grabwalk/0.png
delay 24
@cmd position 3 15 25 -1 1
delay 24
offset 80 114
frame data/chars/coco/backgrab/2.png
delay 18
offset 80 114
sound data/sounds/slam.wav
@cmd position 2 -60 0 -1 1
@cmd spawn01 "flash" -70 1 -5
frame data/chars/coco/backgrab/3.png
@cmd depost 0
@cmd antiwall -10 600 0
@cmd throw 28 2 -2 2 0 0
@cmd clearL
frame data/chars/coco/backgrab/3.png
offset 75 117
frame Data/Chars/Coco/backgrab/4.png
I've read the entire manual and did what I could to dissect the scripts and figure out what the problem was, however I am not the best obviously, even I fear the solution may have been in front of me the whole time haha.
I would definitely appreciate the help, thank you all!