machok
Well-known member
@Grit
Thanks I'll add another forcedirection -1
@Bloodbane
Does keyslam compatible with weapons model?
I am adding belger2 but now all (belger and belger2) can't be slammed. I use modelflag 7
Update Solved
Hey actually this one is working
www.chronocrash.com
Thanks I'll add another forcedirection -1
@Bloodbane
Does keyslam compatible with weapons model?
C:
void keyslam(void Ani, int Frame, void Key, int Hflag)
{// Change current animation if proper key is pressed or released
// Only changes animation if current opponent isn't an obstacle nor dead enemy
void self = getlocalvar("self");
void target = getentityproperty(self, "opponent");
void Tname = getentityproperty(target, "defaultname");
void iRKey;
if(target){
void vAniID = getentityproperty(target,"animationID");
void iType = getentityproperty(target, "type");
int THP = getentityproperty(target, "health");
if(iType != openborconstant("TYPE_OBSTACLE") && THP > 0 &&
iType != openborconstant("TYPE_ITEM") && THP > 0 &&
Tname == "belger2" && THP <= 84 && // <---------------------------------------------------this line
vAniID!=openborconstant("ANI_ATTACK1") && vAniID!=openborconstant("ANI_ATTACK2") &&
vAniID!=openborconstant("ANI_FALL") && vAniID!=openborconstant("ANI_FOLLOW1") &&
vAniID!=openborconstant("ANI_FOLLOW2") && vAniID!=openborconstant("ANI_FALL2") &&
vAniID!=openborconstant("ANI_FOLLOW5") && vAniID!=openborconstant("ANI_FALL6") &&
vAniID!=openborconstant("ANI_FOLLOW6")){
keyint(Ani, Frame, Key, Hflag, 0);
}
}
}
I am adding belger2 but now all (belger and belger2) can't be slammed. I use modelflag 7
Update Solved
Hey actually this one is working
cantgrab not working
can anyone help me take a look why the worg.txt enemy CAN be grabbed? I dont want it to be grabbed. i tested it for over an hour and it keeps not working I tried cantgrab 1 notgrab 1 Here's the grab anim freespecial12 ##grab attempt delay 1 offense normal1 -1 offset 800...
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