Under construction
OpenBOR includes a native system for basic grappling.
Contents
- 1 Animations
- 1.1 GRAB
- 1.2 GRABBED
- 1.3 GRABATTACK
- 1.4 GRABATTACK2
- 1.5 THROW
- 1.6 GRABFORWARD
- 1.7 GRABFORWARD2
- 1.8 GRABUP
- 1.9 GRABUP2
- 1.10 GRABDOWN
- 1.11 GRABDOWN2
- 1.12 GRABBACKWARDS
- 1.13 GRABBACKWARDS2
- 1.14 GRABWALK
- 1.15 GRABBEDWALK
- 1.16 GRABWALKUP
- 1.17 GRABBEDWALKUP
- 1.18 GRABWALKDOWN
- 1.19 GRABBEDWALKDOWN
- 1.20 GRABTURN
- 1.21 GRABBEDTURN
- 1.22 GRABBACKWALK
- 1.23 GRABBEDBACKWALK
- 2 Configuration
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.