dantedevil
Well-known member
I'm working in the new Weapons Fatalities and find some problems.
Here the idea:
-The hero perform always the same attack and If the enemy dies by the hit, perform:
the fall with this script
an then the anim death.
The problem comes when the hero hit the enemy in the air, obviously it does not look good when perform next the specific falll and death.
So I need avoid the scpecific fall and death, when you hit the enemy in the air.
To solve this I have the idea of use this script:
So if the enemy dont dies perfom the normal fall.
@cmd lifeCheck 1 "ANI_FALL"
But this script need an update, to check altitude.
This way if the enemy dies and the altitude is 0, then perform the specific fall and death.
And if the enemy dont die by the attack, or if the enemy dies but the altitude is higher than 0, then perform the normal fall.
Here the idea:
-The hero perform always the same attack and If the enemy dies by the hit, perform:
the fall with this script
Code:
@script
void self = getlocalvar("self");
changeentityproperty(self, "velocity", 0, 0, 0);
@end_script
The problem comes when the hero hit the enemy in the air, obviously it does not look good when perform next the specific falll and death.
So I need avoid the scpecific fall and death, when you hit the enemy in the air.
To solve this I have the idea of use this script:
Code:
void lifeCheck (int iLife, void Ani)
// Check the life and change the animation if the life is higher than given value
// Douglas Baldan - 04/11/2013
{
void self = getlocalvar("self");
void Health = getentityproperty(self,"health");
if(Health>=iLife)
{
changeentityproperty(self, "animation", openborconstant(Ani));
}
}
So if the enemy dont dies perfom the normal fall.
@cmd lifeCheck 1 "ANI_FALL"
But this script need an update, to check altitude.
This way if the enemy dies and the altitude is 0, then perform the specific fall and death.
And if the enemy dont die by the attack, or if the enemy dies but the altitude is higher than 0, then perform the normal fall.
Last edited: