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:
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.
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.