OpenBOR Wiki Animation Attack Sequence

Attack Sequence

Attack Sequence post thumbnail image

Attacks are a set of animations triggered by basic button sequences. By default they have no resource consumption or use limitation. Player controlled and AI controlled entities have varying access to attack animations, as detailed below.

Animations

Attack

anim attack

anim attack2

anim attack3

...

Attack chain animations. By default OpenBOR supports four numbered attacks by default. Attack1, Attack2, Attack3, and Attack4. You can increase this number with Max Attacks.

Players

Players use ATTACK# by pressing the Attack button, starting with ATTACK1, and progressing further with repeated presses after hitting a target. The default sequence is ATTACK1 -> ATTACK1 -> ATTACK2 -> ATTACK3. This can be changed using atchain. Atchain allows for dynamic combo trees to be performed in addition to static combos. If a Player holds down the Attack button for 3 seconds, the end of their atchain will play when the button is released, unless they have CHARGEATTACK, in which case that animation will play instead. They will also play this at he end of their GRABATTACK combo unless GRABATTACK2 exists.

CPU

By default AI controlled entities will perform available Attack# animations at random, assuming there is a valid target within the attack’s range. Higher numbered attack animations have slightly less priority. Using “atchain” allows use of chain combos identical to Players. In both cases, the AI also performs available FREESPECIAL# animations at random, again assuming there is a target in range.

Attackbackward

anim attackbackward

This animation is accessed by pressing Left or Right opposite the entity’s current direction and immediately pressing the Attack button. AI controlled entities cannot access this animation without script.

Attackboth

anim attackboth

Plays when ajspecial is not enabled and player presses Attack and Jump simultaneously. AI controlled entities cannot access this animation without script.

Chargeattack

anim chargeattack

If available, replaces the last attack in player’s default chain combo after holding attack for ~3 seconds and releasing. AI controlled entities cannot access this animation without script.

Riseattack

anim riseattack

Rise attacks are available when entities are in a fallen state (knocked down), and have not started playing their Rise animation. Players access Riseattack by holding Up and pressing Attack, optionally in conjunction with Left or Right to change direction as desired. AI controlled entities always use Riseattack when targets are in range, and will turn to face the nearest.

Upper

anim upper

Used by AI controlled entities when following conditions are met:

  • The entity is in idle state.
  • There is hostile target within range of Upper.
  • The target is in a jump state.

Player controlled entities cannot access this animation without script.

Configuration

Charge Time

chargetime <int>

# Default
chargetime 3

Place in header of animation to set the number of seconds required to hold Attack button before releasing triggers Chargeattack.

Max Attacks

maxattacks <int>

# Default
maxattacks 4

Place this command in models.txt to set the number of available Attack animations.

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