Grappling

Grappling post thumbnail image

Under construction

OpenBOR includes a native system for basic grappling.

Animations

GRAB

GRABBED

GRABATTACK

GRABATTACK2

THROW

GRABFORWARD

GRABFORWARD2

GRABUP

GRABUP2

GRABDOWN

GRABDOWN2

GRABBACKWARDS

GRABBACKWARDS2

GRABWALK

GRABBEDWALK

GRABWALKUP

GRABBEDWALKUP

GRABWALKDOWN

GRABBEDWALKDOWN

GRABTURN

GRABBEDTURN

GRABBACKWALK

GRABBEDBACKWALK

Configuration

Most of these properties assume use of the native grabbing system. You may override any or all with use of script.

Grab Distance

grabdistance <int>

# Default
grabdistance 36

Distance in (in pixels) of entity’s grab reach. For backward compatibility with the original BOR engine, this property also controls several other facets of game-play by default:

  • How far away this entity will stand while holding target.
  • Depth of entity’s attacks on Z axis. This is overridden by an attack’s z range property.
  • How close this entity must get to be stopped by obstacles or pick up items.
  • In cases of traps and obstacles, distance to damage or block other entities.

Grab Back

grabback <int>

# Default
grabback 0

Controls display order (Z layering) when grabbing another entity.

  • 0 – Grabbing entity displays in front of grabbed entity.
  • 1 – Grabbing entity displays behind grabbed entity.

Grab Finish​

grabfinish <int>

# Default
grabfinish 0

Enable interrupting GRAB animation to attack.

  • 0 – Interruption is possible. If AI controlled entities use this, they will skip the rest of animation after they knock down opponent.
  • 1 – The GRAB animation must finish (be at last frame), before taking further action.

Grab Walk​

grabwalk <int>

# Default
grabwalk 0

If defined, overrides entities walk speed while using Grabwalk.

Grab Turn​

grabturn <int>

# Default
grabturn 0

Toggles walking/turning behavior while grabbing.

  • 0 – You will walk backward while grabbing without turning around.
  • 1 – You will turn and face the same direction you walk (same as normal default walking behavior).

Cant Grab​

cantgrab <int>

# Default
cantgrab 0

Toggle grab immunity.

  • 0 – Entity susceptible to grabs.
  • 1 – Entity is immune to grabs.

Tip: This is a legacy command. For more controllable grab immunity, use Anti Grab and Grab Force instead.

Pain Grab​

paingrab <int>

# Default
paingrab 0

Adjusts grabbing difficulty while entity is in vs. hit stun. Any time the entity is not in a painstate, Pain Grab is added to the entity’s Anti Grab value. For example, paingrab 2 increases the entity’s Anti Grab value by two whenever the entity is not in hit stun.

Anti Grab​

antigrab <int>

# Default
antigrab 0

Works in conjunction with attacker’s Grab Force property. Attacker’s grabforce {value} must meet or exceed target’s antigrab {value} to grab the target.

Grab Force​

grabforce <int>

# Default
grabforce 0

See Anti grab.

Grab Flip​

grabflip <int>

# Default
grabflip 3

Facing behavior when grabbing.

  • 1 = Grabber will flip to face target.
  • 2 = Target will flip to face grabber.
  • 3 = Combination of 1 & 2 (default).

Throw Damage​

throwdamage <int>

# Default
throwdamage 21

Damage received when thrown by another entity using native Throw animation.

Throw (Property)​

throw <float X> <float Y>
0.625f

# Default
# Special see below.

Trajectory of entity when thrown by another entity using native Throw animation.

  • X – Horizontal velocity. Default is the global default jump height * 0.625.
  • Y – Vertical velocity. Default is the model’s jumpheight property.

Throw Frame Wait​

throwframewait <int>

# Default
throwframewait 0

Frame thrown entity is launched by native Throw animation.

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