Explod fx and throw question

Hello.
I has been reading and watch tutorial,i ask about special anims which are shown in specific moves or attacks,in mugen they are Explods. Is possible in that same way?how to?
-is possible make long throw -that is custom state in mugen- ?think in Clark's Super Argentine Backbreaker
Thanks. I am beggining in this,i has been playing and know more about Openbor.
 
Of course it is, but you need to know what you are doing. There's no standardized set of states in Openbor like Mugen, nor is it really possible to have them because there are far more variables to consider in Openbor. Instead, you create custom grab states with script. Most people here use a set created by Bloodbane, a few (myself being one, Piccolo is another) have our own.

Here are a few in action:

https://www.youtube.com/watch?v=lNcoVQhhITI

https://www.youtube.com/watch?v=LmOrbPZYTFM

https://www.youtube.com/watch?v=dzGrYYWaAAk


 
Hello :)

Hannah Montana said:
i ask about special anims which are shown in specific moves or attacks,in mugen they are Explods. Is possible in that same way?how to?

You mean the effect shown behind characters when super moves are performed? that's doable

-is possible make long throw -that is custom state in mugen- ?think in Clark's Super Argentine Backbreaker

As Damon posted above, it's doable :)
 
Damon Caskey said:
Of course it is, but you need to know what you are doing. There's no standardized set of states in Openbor like Mugen, nor is it really possible to have them because their are far more variables to consider in Openbor. Instead, you create custom grab states with script. Most people here use a set created by Bloodbane, a few (myself being one, Piccolo is another) have our own.

Here are a few in action:

https://www.youtube.com/watch?v=lNcoVQhhITI

https://www.youtube.com/watch?v=LmOrbPZYTFM

https://www.youtube.com/watch?v=dzGrYYWaAAk
Is like:i shoot water,then the hitspark are water drops instead the default inside flash.txt
Another can be smoke coming from body like Mk Ninja Smoke.

About the throw they look great. Script must be in separate file instead character txt file.
 
i shoot water,then the hitspark are water drops instead the default inside flash.txt

Ah for that purpose, you need to use hitflash command, like this:

Code:
anim attack1
        range   20 120
        rangez  -35 35
	delay	5
	offset	35 99
        hitfx   data/sounds/slash2.wav 
        hitflash slash2
	bbox	11 12 34 89
	frame	data/chars/eiji/slash01.gif
        bbox	17 16 38 84
	frame	data/chars/eiji/slash02.gif
        bbox	33 17 38 83
	frame	data/chars/eiji/slash03.gif
	delay	25
        @cmd    target 5 2.5 0 0 0
        @cmd    dash
        attack	50 25 63 21 12
        frame	data/chars/eiji/slash04.gif
	delay	10
        attack	50 15 63 16 12
        frame	data/chars/eiji/slash05.gif
        attack	0
        @cmd    stop
	frame	data/chars/eiji/slash03.gif

hitflash slash2 means Eiji will show slash2 flash instead of default flash when this attack hits player
There's also hitfx data/sounds/slash2.wav which means the attack will produce sound defined in that path when the attack hits

can be smoke coming from body like Mk Ninja Smoke.

That requires other command or script but script will do better :)

Script must be in separate file instead character txt file.

Well... the animation script is seperate file however the scripts are defined on character's text so you can see at which frame, which function is run
Example:
Code:
anim grabbackward
	delay	1
	offset	82 115
        quakeframe 6 1 6
        attackone 0
	frame	data/chars/maxima/throw001.gif
	delay	15
        @cmd    slamstart
        @cmd    position 0 20 25 -1 1
	frame	data/chars/maxima/throw001.gif
	delay	5
        @cmd    antiwall -85 25 -1
        @cmd    position 1 -16 35 -1 1
        attack4 4 14 89 37 15 1 1
        sound	data/chars/maxima/suplex.wav
	frame	data/chars/maxima/throw002.gif
        @cmd    antiwall -85 30 -1
        @cmd    position 2 -41 53 -1 1
	frame	data/chars/maxima/throw003.gif
	delay	10
        @cmd    antiwall -85 30 -1
        @cmd    position 6 -84 2 -1 1
        attack4 -22 33 44 83 15 1 1
	frame	data/chars/maxima/throw004.gif
	delay	10
        @cmd    spawner "QFX" -73 0 0
	frame	data/chars/maxima/throw004.gif
        attack  0
	delay	5
        @cmd    depost 0
        @cmd    finish 45 2 -2 2 0 0
	frame	data/chars/maxima/throw005.gif
	delay	8
	frame	data/chars/maxima/throw006.gif
	frame	data/chars/maxima/throw007.gif
	frame	data/chars/maxima/throw008.gif

This is Maxima's suplex from Maxima.txt. Script functions are declared there and not on seperate file or something
 
Welcome, Hannah Montana
Since I have some experience with Mugen, I think I can give you a hand here:

I has been reading and watch tutorial,i ask about special anims which are shown in specific moves or attacks,in mugen they are Explods.
Is possible in that same way?how to?
Yes, its possible. But they work on a different way in OpenBOR. What we call "explod" in mugen works more like a "helper" (in Mugen terms) in openbor.
It's a new entity, with its own .txt file header, animations and such. It's not a simple effect animation like in Mugen.

PRO - Using an entity can give you more control of what you can do. With some optimization (like I do on my game), you can use the same entity for a lot of things. Its like to spawn a helper in mugen but telling it to spawn using a different animation - so you can understand it better.

CONS - you will need a new entity, a new header, add it the the models.txt, load it into the memory. Sometimes I just want to spawn an animation (like we do in Mugen) but in OpenBOR it requires some extra steps

What we call "hitsparks" in Mugen (the effects when a hit happens) is called "Flash".
PRO - You don't need to care about the "sparkxy" as we call in Mugen (the position of where the hit effect will appear) because the engine will calculate it using the ATTACKBOX size.

CONS - its a doble sided blade, because sometimes you want it on a different position rather than using the attackbox size. You can change it using script? yes, buts its a little more time consuming.
(plus all the PRO and CONS above).

There are more pros and cons in how things works in OpenBOR - I like some things while I dislike others. But its another subject.

In Mugen, we have States. But in openbor, they are called "Animations" - but they aren't just simple animations, they actually have codes inside.

-is possible make long throw -that is custom state in mugen- ?think in Clark's Super Argentine Backbreaker
Yes, its doable. Like Damon Caskey gave the examples, there are different methods.

Since you are familiar with how it works in Mugen, I suggest you to use the method I've customized over Bloodbane original code - http://www.chronocrash.com/forum/index.php?topic=4621.0
 
Hello.
I am understanding better,i am searching that helper code and slam script.
The script looks tough. This link is broken http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Script_Introduction
 
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