Sticky situation

oldyz

Well-known member
I am using this example from Danno's mod

https://www.youtube.com/watch?v=ZyqQsWPah78

this problem seems to happen because the bosses (mostly) have escapehits enabled & there is a conflict

i would like to know if this can be solved using an anti-grab script & some kind of "sticky" detection - something that allows bosses to escape a "grabbed" status after a second or 2...

this is pretty much the only big bug to solve in NSXwide
 
I use a cool trick on my game for other things, but you can try to use it here:  do not use 0 as Y position when grabbing an entity with script.
If you are not on the floor, the engine won't try to use the SPECIAL/SPECIAL2 (in my case, the riseattack).

I just set the Y pos as 2 and its done.
 
O_Ilusionista, thanks

i got exited aboutnthe fact that i got rid of the continue bug for the 4 player mode, & tried to do player 3 & 4 branching...

back to the topic
- so basically when the entity is grabbed it hovers 2 pixels above the ground & it can't do the escapehit/special2 animation?
because i like the fact that bosses can escape the grab when they are under the grab/punched situation -
if players try to give more than "X" punches to the bosses, they usuaally escape the hold with their special2 .

what alternative is there for a boss entity to escape the hold after "X" number of punches while grabbed?

 
If you're using scripted grab, one solution is for player to do the counting if they are grabbing a boss. Each punch/strike to grabbed boss is counted and when counter reaches certain number, release the boss and force him/her to perform break free animation.
 
oldyz

what alternative is there for a boss entity to escape the hold after "X" number of punches while grabbed?
Maybe you can try editing the "escapecount" property during the "takedamage" event. In SOR2X I'm using it to randomly delay the boss special2 animation according to the selected difficult.

You can apply the code below in different ways.
Code:
changeentityproperty(self, "escapecount", "desired_number");
 
Bloodbane said:
If you're using scripted grab, one solution is for player to do the counting if they are grabbing a boss. Each punch/strike to grabbed boss is counted and when counter reaches certain number, release the boss and force him/her to perform break free animation.

true , i might have to resort to a combo of this & O_Ilusionista  ´s  answer as a last resort.

what i don´t like about it is that it defeats the original intent of having bosses & enemies with random escapehits values -
currently with characters like Christopher, the game feels great, its hard to know what to expect from punching an anemy or cant even trust your grabbing attacks, the only thing getting in the way is the bugs caused by some grabs.

Kratus, but wouldn't this get us back to square one?
the problem is certain holds cause the issue when the boss tries to break free using special 2....

here is some solutions i was thinking, one was a script that would be triggered when the boss detects it's being held, then a timer goes on that is uninterrupted, & without fail allows the boss to break free & damage the player, animation would be just aestetics, the first priority is for the boss entitiy to escape the hold & some centiseconds later damage the player.

it would be best if this script had some random element, but it is fine as long as different bosses/variations can have the timer set
for their models

another solution is to see if spawning an entity to damage a player at the moment of escape (triggered by special2's first frame) or a script similar to the one i mentioned before. sort of like a flash entity , but with the ability to do damage to players, i thought of this because getting hit by another entity usually forces you to let go.
 
oldyz

Yeah, speaking about only native engine resources, we have to ways to allow an enemy to escape:

1) Escape "by time", by adding to him a "special" animation. If I'm not wrong, there's no way to adjust how much time is necessary to allow the enemy to use the special move
2) Escape "by hits", by adding to him a "special2" animation. You can change how many hits are necessary to allow the enemy to use the special2 move by changing the "escapehits" property or editing the "escapecount" property using a script.

If the enemy is grabbed by the player and this player is not attacking (the "grab" animation only), the "timed" escape will be used. Once the player starts to hit the enemy, the "escapecount" property will be used.

By using scripts will have a lot of ways to code a custom escape, but if you don't want the enemy to escape by time using the native features, you will need to completely remove the "special" animation.

Bloodbane's suggestion is a good one, you can use a script to count how many hits the enemy already got and perform a break free animation after a certain limit, maybe using a follow animation or the special2. You can also use the "elapsed_time" variant to code a custom "timed" escape by using the "performattack" function too, and in this case it's possible to lock any "timed" escape by creating a flag.
 
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