Stage fatality entity behavior

dantedevil

Well-known member
I'm trying to perfect the stage fatality, to work better.
I managed to work well, but the problem is that if the trap hits an enemy, for any bbox fall, this trigger the stage fatality.
A clear example of this is when you run the Fan Ascencion Kitana.
She elevate the enemies with bbox activated and if they touch the trap, trigger the stage fatality. This does not look good.
To fix this, I need the trap only damage the enemy during FALL45.

Here the trap entity:
name stfat2_1
type none
speed 0
candamage    enemy
antigravity 100

anim idle
loop 1
offset  750 56
        delay  5
        hitfx  data/sounds/empty.wav
        attackone 1
        forcedirection 99
        attack46  0 0 1500 56 500 1 1 1 0 10
frame data/bgs/stage2-1/stfat.png
        attack  0 0 0 0
frame data/bgs/stage2-1/stfat.png

The idea is:
- The player hit the enemy with the ATTACK45
- The enemy play FALL45
- If the trap detect the FALL45, then active the ATTACK46 over the enemy.
- The ATTACK46 trigger the stage fatality.

 
dantedevil said:
I'm trying to perfect the stage fatality, to work better.
I managed to work well, but the problem is that if the trap hits an enemy, for any bbox fall, this trigger the stage fatality.
A clear example of this is when you run the Fan Ascencion Kitana.
She elevate the enemies with bbox activated and if they touch the trap, trigger the stage fatality. This does not look good.
To fix this, I need the trap only damage the enemy during FALL45.

Here the trap entity:
name stfat2_1
type none
speed 0
candamage    enemy
antigravity 100

anim idle
loop 1
offset  750 56
        delay  5
        hitfx  data/sounds/empty.wav
        attackone 1
        forcedirection 99
        attack46  0 0 1500 56 500 1 1 1 0 10
frame data/bgs/stage2-1/stfat.png
        attack  0 0 0 0
frame data/bgs/stage2-1/stfat.png

The idea is:
- The player hit the enemy with the ATTACK45
- The enemy play FALL45
- If the trap detect the FALL45, then active the ATTACK46 over the enemy.
- The ATTACK46 trigger the stage fatality.

simply add noreflect 1 under attack box.
then add the dihitscript event to handle all you want ex.
if ( gep(enemy,"type") == oc("type_enemy") && gep(enemy,"aiflag","falling") )
this selection works only on enemies that falling down  ;)
 
Thanks my friend!

TRy like this, but not work:

name stfat2_1
type none
speed 0
candamage    enemy
antigravity 100

anim idle
@script
if ( gep(enemy,"type") == oc("type_enemy") && gep(enemy,"aiflag","falling") )
      }
    }
@end_script
loop 1
offset  750 56
        delay  5
        hitfx  data/sounds/empty.wav
        attackone 1
        forcedirection 99
        attack46  0 0 1500 56 100 1 1 1 0 10
        noreflect 1
frame data/bgs/stage2-1/stfat.png
        attack  0 0 0 0
frame data/bgs/stage2-1/stfat.png

Give me this error:
Code:
Script error: data/bgs/stage2-1/stfat2_1.txt, line 9: Unknown error '}' (in production 'stmt')

      }
      ^



Script error: data/bgs/stage2-1/stfat2_1.txt, line 14: Invalid external declaration '}' (in production 'external_decl')

}
^


Script compile error in 'stfat2_1': enemy line 8, column 9

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

About this:
this selection works only on enemies that falling down

You can specify, it only with a certain fall?
In my case FALL45.
 
Back
Top Bottom