NED
Well-known member
I'm asking if some other values can be used in this command
I need a parametrer to do the followup just like in setting "1" but never if attack actually kills.
Is there an alternate value or unused/not listed for this use?
Thanks
("3" would be OK if it worked with obstacles and all entities...)
EDIT ------------------------------------------------------------------------------
I tried my best with values like 99, 0, -1 etc.
But no chance.
Let me explain basically what I need (I don't think follow cond will fix it, finally)
I'm using the wall bounce script by Magggas (based on antiwall)
http://www.chronocrash.com/forum/index.php?topic=1770.msg29414#msg29414
It sends damaged enemy in a follow anim (45 for me)
In addition I would like to make it possible not only with walls, but also with obstacles.
Since my falling anims have an attackbox for indirect damage, I tried to create a follow link (to 45) on hit.
Basically:
A falling enemy will damage enemies and obstacles.
If there is a contact, he will go to follow45 to simulate a bounce.
Sadly, it provokes bugs
Perhaps it can be done by another way?
follow when 2 enemies contact is not needed, I'm focusing on contact of falling enemy with obstacle. (my obstacles have plateform coding on them)
EDIT2-----------------------------------------------------------------
Problem fixed
Code:
followcond {value}
~This command is to make the entity performs FOLLOW{#} if an attackbox in the animation hits.
~value determines the condition requirements before FOLLOW{#} is played.
1 = this animation will followup as long as it hits an entity.
2 = this animation will followup as long as it hits an enemy (Or player if an enemy uses it).
3 = this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.
4 = this animation will followup as long as it hits an enemy, and the target is not killed, does not block the attack, and is not set to be ungrabbable.
~Which FOLLOW animation played is determined by 'followanim'.
I need a parametrer to do the followup just like in setting "1" but never if attack actually kills.
Is there an alternate value or unused/not listed for this use?
Thanks
("3" would be OK if it worked with obstacles and all entities...)
EDIT ------------------------------------------------------------------------------
I tried my best with values like 99, 0, -1 etc.
But no chance.
Let me explain basically what I need (I don't think follow cond will fix it, finally)
I'm using the wall bounce script by Magggas (based on antiwall)
http://www.chronocrash.com/forum/index.php?topic=1770.msg29414#msg29414
It sends damaged enemy in a follow anim (45 for me)
In addition I would like to make it possible not only with walls, but also with obstacles.
Since my falling anims have an attackbox for indirect damage, I tried to create a follow link (to 45) on hit.
Basically:
A falling enemy will damage enemies and obstacles.
If there is a contact, he will go to follow45 to simulate a bounce.
Sadly, it provokes bugs
Perhaps it can be done by another way?
follow when 2 enemies contact is not needed, I'm focusing on contact of falling enemy with obstacle. (my obstacles have plateform coding on them)
EDIT2-----------------------------------------------------------------
Problem fixed