SoR grabbing, vault system

mtrain

New member
Is there any mod, that have a grabbing and vault system like in Streets of Rage / Bare Knuckle games?
I mean:
- while grabbing an enemy, pressing jump will cause vault animation (not OBoR like attack);
- number of vaults are counting (after 2 jumps enemy frees);
- holding enemy in front or from back turn enemy to 2 different grabbed stances;
- grabbing from behind allow to use only one attack move.

I want to try to start working on that.
Thank you)
 
I believe one of the SOR mods by chinese guys use simillar system.

I asked help about it in the past, but never had real replies about it.

I finally avoided this problem by making an automatic grab in the back system as a custom slam: In one anim player goes in enemy's back and slam them.

But your mod is really a SOR game, so it's normal to have this system on it.
I hope you'll get a way to do it in the end.
 
nedflandeurse, it will be really interesting to have a look on it, because all SoR mods i have try and seen on youtube, have an automatic grab moves as you describe.

If, you, have play my demo, have seen, that i make something similar, to original, but most of replies was about changing the controls during slams, so maybe i just need to make a jump button to replace Up+Attack combination (vault move)? What do you think guys?
 
mtrain said:
nedflandeurse, it will be really interesting to have a look on it, because all SoR mods i have try and seen on youtube, have an automatic grab moves as you describe.

I'll PM you the link.
I think there is similar system on it.
I can't remember exactly.

mtrain said:
If, you, have play my demo, have seen, that i make something similar, to original, but most of replies was about changing the controls during slams, so maybe i just need to make a jump button to replace Up+Attack combination (vault move)? What do you think guys?

The use of jump button for other usage have been implemented in WHSJ by Magggas, Again, I'm not sure.
Give it a look.
 
I'll PM you the link.

I have tried it, but this is not really what i`m trying to find.

The use of jump button for other usage have been implemented in WHSJ by Magggas

Will try it soon ;)

I have a 2 questions.

1st
I need your look at the next script guys. I am trying to make a script that will check direction of player and target before perform grabattack. So if player and enemy have same direction (player is behind target), he will perform Follow1 animation instead of grabattack, if they have oposite direction (player infront of target) he will perform grabattack. But now it is not working. Can you help me?

anim grabattack
@script
    void self = getlocalvar("self");
    if(frame==0){
    void target = getlocalvar("Target" + self);
    int PDir = getentityproperty(self,"direction");
    int EDir = getentityproperty(target,"direction");

  if(PDir!=EDir){ // Opposite facing?
    changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1")); //Change the animation
  }
  if(PDir==EDir){ // Same facing?
    changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2")); //Change the animation
  }
}
@end_script
hitfx data/sounds/P2.wav
loop 0
offset 280 297
bbox  285  55  41  234
delay  5
frame data/chars/axel/q/1023.gif
bbox 282 51 38 243
attack4  321  128  65  105  10  0  0  0  15  15
dropv 5 7
delay  16
frame data/chars/axel/q/1024.gif
delay  8
Attack1  0
bbox  287  57  43  238
frame  data/chars/axel/q/1023.gif
bbox  266  64  48  224
frame  data/chars/axel/q/1022.gif

If direction is opposite player perform FOLLOW1, but if direction is same, player still perform FOLLOW1

2nd
I also trying to make performing vault (GRABUP) anim by pressing Jump button:

anim grab
loop 1
offset 280 297
bbox 270 72 42 224
delay 3
        @cmd    keyint "ANI_GRABUP" 0 "J" 0 0
frame data/chars/axel/q/1022.gif

But the problem is if i use Up or Left, Right, it is working, but if i set Jump button, player perform grabattack2 as usual. So how to disable performing grabattack2 while grabbing by pressing jump button and make  keyint script to work?
 
It looks like you are using animation scripts to check key commands - don't ever do that. It's not really stable because you can't be 100% certain the incoming key will align with animation check.

Use the Key scripts instead, and always use the follow animations for your scripted actions - never use an animation the engine can trigger (i.e. anything but follow). It's just good practice to ensure 100% in game stability.

Now as for stopping the engine from performing a default action once its done yours, you set the playerkey property to 0. That way when the engine runs its built in key handler right after your scripted version, it will see "nope" for that key and won't override you or tack any unwanted actions.

See this article.

DC
 
Thank you, DC, for reply. It is useful info, because i never have working with all kind of key scripts. Can you advise me some mods that already use the functions i describe? It is really hard to understand it without an example of using it.
 
So, ok, have looked around, and find the thread about Maxima`s grabattack2 from BB`s Crime Buster, and realize that i have put keyint script in wrong anim. Instead of placing it in grab anim i put it in grabattack2 anim:

anim grabattack2
hitfx data/sounds/P4.wav
loop 0
offset 280 297
delay 6
bbox  244  75  70  218
        @cmd    keyint "ANI_FOLLOW20" 0 "J" 0 0
frame data/chars/axel/q/1026.gif
dropv 5 7
frame data/chars/axel/q/1027.gif
delay  12
frame  data/chars/axel/q/11027.GIF
delay  6
frame  data/chars/axel/q/1027.GIF
bbox  263  77  68  214
dropv 4 2.5
frame data/chars/axel/q/1028.gif
attack  317  68  69  128  10  1  0  0  15  15
dropv 5 7
bbox  288  71  47  221
frame data/chars/axel/q/1029.gif
Attack1  0
delay  24
frame  data/chars/axel/q/11029.gif
delay  6
frame  data/chars/axel/q/1028.gif

Where Follow20 is a vault animation, and it is working, so now by pressing Jump button while in grab player perform Follow20 (vault) instead of attacking. In grab anim i place @cmd grabcheck, to prevent player from freezing if grabbed oponent was kicked from grab holding.

anim grab
loop 1
offset 280 297
bbox 270 72 42 224
delay 3
@cmd grabcheck
frame data/chars/axel/q/1022.gif

Vault anim is next:

anim follow20
#vault
flipframe  4
loop 0
offset  280  297
delay  10
frame  data/chars/axel/q/1022.gif
sound data/sounds/jump.wav
offset  280  417
frame  data/chars/axel/q/1067.gif
move  70
offset  290  477
frame  data/chars/axel/q/1068.gif
move  30
offset  276  497
frame  data/chars/axel/q/1069.gif
move  0
frame  data/chars/axel/q/11069.gif
move  -30
offset  290  477
frame  data/chars/axel/q/1068.gif
move  -70
offset  280  417
frame  data/chars/axel/q/1067.gif
offset  280  297
move  0
sound data/sounds/land.wav
@cmd grabcheck
frame  data/chars/axel/q/1022.gif
@cmd anichange "ANI_GRAB"
frame  data/chars/axel/q/1022.gif
 
But now the next problem is player freezes in grab stance holding enemy after performing vault, and all controls are disabled, i cant attack, or free him, or do anything. And if i set loop from 1 to 0 in grab anim player will release enemy from holding. So how to make player to continue holding enemy. I am asking this because, earlier when Vault anim (Follow10) was Grabup animation, player continues to holding enemy after Grabup (vault) performing. It must be a same result, am i right?
 
Still have 2 problems with it:

1st is checking facing of the enemy while doing grabattack, and depend of it performing follow1 or 2. Can someone take a look on it?

anim grabattack
@script
    void self = getlocalvar("self");
    if(frame==0){
    void target = getlocalvar("Target" + self);
    int PDir = getentityproperty(self,"direction");
    int EDir = getentityproperty(target,"direction");

  if(PDir!=EDir){ // Opposite facing?
    changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1")); //Change the animation
  }
  if(PDir==EDir){ // Same facing?
    changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2")); //Change the animation
  }
}
@end_script
  hitfx  data/sounds/P2.wav
  loop  0
  offset  280 297
      bbox  285  55  41  234
      delay  5
  frame  data/chars/axel/q/1023.gif

And 2nd is stuck while holding an enemy after vault performing (previous post). Maybe someone have thoughts about it.
 
i think first question is not important now, but what with second:

Pressing Jump while holding an enemy:

anim grabattack2
hitfx data/sounds/P4.wav
loop 0
offset 280 297
delay 6
bbox  244  75  70  218
        @cmd    keyint "ANI_FOLLOW20" 0 "J" 0 0
frame data/chars/axel/q/1026.gif
dropv 5 7
frame data/chars/axel/q/1027.gif
delay  12
frame  data/chars/axel/q/11027.GIF
delay  6
frame  data/chars/axel/q/1027.GIF
bbox  263  77  68  214
dropv 4 2.5
frame data/chars/axel/q/1028.gif
attack  317  68  69  128  10  1  0  0  15  15
dropv 5 7
bbox  288  71  47  221
frame data/chars/axel/q/1029.gif
Attack1  0
delay  24
frame  data/chars/axel/q/11029.gif
delay  6
frame  data/chars/axel/q/1028.gif

will cause a vault animation, and after that player release enemy. But how to make player to continue holding enemy and enemy continue to be in grabbing stance?
 
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