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.