help with this enemy

esn23

Active member
Okay a few things here is the video the frist thing is she doesnt run at all even though i gave her a run animation.. Also her throw she throws them way to far she is supposed to flip them over her but not make them go flying that far how do i fix this?


i think she is throwing them the wrong way as she is flipping

here is her code
name FemPur3
health 80
speed 15
type enemy
shadow 0
nodieblink 1
offscreenkill 200
diesound data/chars/emma/die.wav
icon data/chars/FemPur/icon.png
palette data/chars/FemPur/pal3.png


anim idle
loop 1
offset 75 153
bbox 75 94 16 58
delay 10
frame data/chars/FemPur/stand1.png
frame data/chars/FemPur/stand2.png
frame data/chars/FemPur/stand3.png
frame data/chars/FemPur/stand4.png

anim walk
loop 1
offset 75 153
bbox 75 94 16 58
delay 10
      frame data/chars/FemPur/wlk1.png
      bbox 75 94 16 58
      frame data/chars/FemPur/wlk2.png
bbox 75 94 16 58
      frame data/chars/FemPur/wlk3.png
      bbox 75 94 16 58
      frame data/chars/FemPur/wlk4.png

anim run
loop      1
delay      12
offset    75 153
bbox      73 98 19 57
        frame      data/chars/FemPur/run1.png
        bbox      46 119 48 33
        frame      data/chars/FemPur/run2.png
        bbox      77 106 20 46
        frame      data/chars/FemPur/run4.png
        bbox      66 115 51 27
        frame      data/chars/FemPur/run5.png
        bbox      64 94 17 58
        frame      data/chars/FemPur/run6.png
        bbox      73 91 14 62
        frame      data/chars/FemPur/run7.png

anim throw
        loop      0
delay      20
offset    75 153
        sound data/chars/Emma/a3.wav
        frame      data/chars/FemPur/run1.png
        delay      20
        frame      data/chars/FemPur/run2.png
        delay      20
        frame      data/chars/FemPur/run3.png
        delay      20
        frame      data/chars/FemPur/run5.png
        delay      20
        frame      data/chars/FemPur/run6.png
        delay      20
        frame      data/chars/FemPur/run7.png
       

anim pain
offset 75 153
bbox 68 93 24 58
delay 30
frame data/chars/FemPur/pain.png


        #frozen
anim pain3
offset 75 153
bbox 68 93 24 58
delay 150
sound data/sounds/frozen.wav
        frame data/chars/FemPur/freeze.png

        #Stun
anim pain4
loop 1
        offset 75 153
bbox 61 83 35 69
delay 30
frame data/chars/FemPur/stun1.png
        delay 30
frame data/chars/FemPur/stun2.png
        delay 30
frame data/chars/FemPur/stun3.png
        delay 30
frame data/chars/FemPur/stun4.png
        delay 30
frame data/chars/FemPur/stun5.png

anim bpain
@script
if(frame==0)
{
void self = getlocalvar("self");
void e;
clearspawnentry();
setspawnentry("name", "ReactFX");
e = spawn();
bindentity(e, self,0,1,0,1,4);
}
@end_script
delay 30
offset 75 153
bbox 70 84 22 71
frame data/chars/misc/empty.gif

anim spain
@script
if(frame==0)
{
void self = getlocalvar("self");
void e;
clearspawnentry();
setspawnentry("name", "ReactFX");
e = spawn();
bindentity(e, self,0,1,0,1,4);
}
@end_script
delay 30
offset 75 153
bbox 70 84 22 71
frame data/chars/misc/empty.gif


anim fall
delay 10
landframe 2
offset 75 153
frame data/chars/FemPur/pain2.png
frame data/chars/FemPur/fall1.png
frame data/chars/FemPur/fall2.png
        frame  data/chars/FemPur/fall3.png
        frame  data/chars/FemPur/fall4.png

anim rise
delay 15
offset 75 153
        frame data/chars/FemPur/land2.png
frame data/chars/FemPur/land1.png

anim jump
delay 20
        offset  75 153
bbox 69 93 22 61
frame data/chars/FemPur/jmp1.png
delay 20
bbox  73  94  16  45
frame data/chars/FemPur/jmp2.png
delay 30
bbox  73  94  16  38
frame data/chars/FemPur/jmp3.png

anim jumpland
delay 20
        offset  75 153
bbox 73 107 16 46
        frame data/chars/FemPur/land1.png
        bbox 68 120 21 32
frame data/chars/FemPur/land2.png
        bbox 73 107 16 46
        frame data/chars/FemPur/land1.png

anim jumpattack
range 0 100
        delay 15
hitflash flash2
        offset 66 114
bbox 80 94 19 37
frame data/chars/FemPur/a3-1.png
delay  15
attack  100  92  36  12  15  1
sound data/chars/Emma/a3.wav
bbox  81  93  56  22
frame data/chars/FemPur/a3-2.png

anim attack1
range 0 70
delay 7
offset 75 153
bbox 70 114 21 34
frame data/chars/FemPur/a2-1.png
hitflash flash2   
      delay    10
      frame data/chars/FemPur/a2-2.png
      delay    10
      sound data/chars/Emma/a1.wav
      attack 95 114 37 14 20 1 0
      frame data/chars/FemPur/a2-3.png
      attack 0 0 0 0 0 0
      delay 10
      frame data/chars/FemPur/a2-2.png
      frame data/chars/FemPur/a2-1.png

 
#1 - you just need to declare running in character header.

running {speed} {height} {length} {move} {land}

~Determines the character's running abilities.
~Used for players and enemies with subtype chase.
~If present, players can run by pressing left or right twice and holding the button. The free special attack's input also changes to left, right, attack and right, left, attack. For enemies with subtype chase, this will enable their running ability.
~If this is not present, the character will be unable to run.
~{speed} is an integer value which works just like speed.
~Actually, unlike normal speed, running speed can be greater than 300. Of course, you'd still run off an edge into oblivion if you tried to set a running speed that high.
~{height} determines how high a character can jump (if at all) while running. It works like jumpheight.
~{length} is an integer value which changes how far a character can jump while running. It is multiplied by the current jump length.
~{move} is a binary value.
0 = (default) Character stops running if up or down is pressed. Running enemies can't move up or down.
1 = Character will continue running if up or down is pressed, but will also move up or down at an angle. Running enemies can move up or down.
~{land} is a binary value. 0 means they stop running after landing from a running jump. 1 means they can continue running if the player holds forward during the jump.

#2 - That's default throw, you should probably create a scripted one with the slam scripts.

- You can control throw height by declaring jumpheight in enemy header. 
- throwframewait to set when throwing starts.

throwframewait {frame}

~Sets at which frame in character's throwing animation, throwing will start.


Try to search the manual when you're stuck, a lot is answered there.
http://dcemulation.org/?title=OpenBORManual

Like searching 'running' or 'throw' for example.
 
lol i try with the manuel i thought that her running would be like a normal char and the other one i knew it might have to be scripted but wasnt sure
 
Enemy's running ability AFAIK is only activated when player is in defined range. You should set range in enemy's WALK and RUN (I think) to define how far player should be before enemy runs
Sorry, it's been so long since I set this so I'm not sure about it  :'(

As for her throw, do you want her to throw player or just slam player to ground?
OTOH I don't recommend using throwframewait and other old throw related command. They are just too old and obsolete. Pseudo throw trick is better if you want to set quick and simple throw.
 
I wanted it to be like sonyas leg grab  I tried with throwframwait it makes it look better but she throws them to far so i tried this
throw {dist} {height}

~Controls the angle at which this player or enemy flies if they get thrown.
~{dist} is the distance that this entity will fly.
~{height} controls how high off the ground this entity will get before it starts falling back down.

no matter how low or high i set this it doesnt really do anything..

I want her to slam them into the ground  :P  Im trying to find throw scripts in the manuel but cant find any tried searching on here with the search thing and there is just some link to Os game and a wrestling mod haha
 
You need script to make slams and to have decent slam animation, you need to have slammed/grabbed frames for each character

I don't think Cyclops has these yet
 
what is the easiest and correct way to do this the power on emmas head is a separate picture and the attack is also a separate animation so is her normal sprite so there is three different animations.. Could someone give me a good example on how to put this together for all her attack would i use pshotno i read the Manuel and cant find anything
testjumpkick_zps0a6e5b29.gif


is this what i would use then in attack i would use emmas normal frame and make the dely long then create a pshotno entity for the animation of the astral attack and load it in  the txt header and then use it in the attack code?  And the effect on her head i would create another entity?
 
spawnbind script can be used to spawn the effect on her head.  Just add this to your main animationscript

Usage

@cmd spawnbind "entityname" x y z

example
Code:
@cmd	spawnbind "effect01" 0 0 0

Code:
void spawnbind(void Name, float dx, float dy, float dz)
{ // Spawn and bind other entity
   void self = getlocalvar("self");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, 0);
   bindentity(Spawn, self, dx, dz, dy, 0, 0);
}

pshot is outdated command

pshot: The type is outdated and does nothing. You can still use it, but it's ignored.


I just use this for projectiles
Code:
@cmd	projectile 1 "Bullet" 0 0 0
 
BeasTie said:
spawnbind script can be used to spawn the effect on her head.  Just add this to your main animationscript

Usage

@cmd spawnbind "entityname" x y z

example
Code:
@cmd	spawnbind "effect01" 0 0 0

Code:
void spawnbind(void Name, float dx, float dy, float dz)
{ // Spawn and bind other entity
   void self = getlocalvar("self");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, 0);
   bindentity(Spawn, self, dx, dz, dy, 0, 0);
}

pshot is outdated command

pshot: The type is outdated and does nothing. You can still use it, but it's ignored.


I just use this for projectiles
Code:
@cmd	projectile 1 "Bullet" 0 0 0
the bullet one i assume that bullet" x y z is there a way to make the projection spawn a little infront of her? and not on top of her?
 
hmmm her stuff is not showing up when she attacks I did this for her bullet txt
name emat1
speed        20
type     none
shadow     0

anim idle
delay 10
offset 66 114
hitfx data/Emma/aa1.wav
frame data/chars/Emma/a2.png
frame data/chars/Emma/a3.png
attack 79 56 24 9 5 0 0 0 0 0
        frame data/chars/Emma/a4.png
        frame data/chars/Emma/a5.png
        frame data/chars/Emma/a6.png

-----------------------------------------------------------------------------------
here is the attack in her text file
name          Emma Frost
type          player
health        90
mpset 100 0 100 2
speed        9
shadow        0
noquake      1
height 64
running      15  4  2  1  0
atchain      1 2 3 4
makeinv       3
icon       data/chars/Emma/icon.png #1
#iconpain      data/chars/Emma/icon2.png 1
#icondie      data/chars/Emma/icon2.png 1
animationscript data/scripts/Script.c
#keyscript data/chars/Cyclops/cyckey.c
diesound      data/chars/Emma/die.wav
#weapons Emma2
know          data/chars/Emma/emat1.txt

com S Freespecial
com A2 Freespecial2


anim attack1
delay      60
offset    66 114
hitflash flash
        bbox      56 51 18 63
        frame      data/chars/Emma/a1.png
      @cmd projectile 1 "emat1" 0 0 0 

nothing shows up
untitled_zpsc6647ff3.png


I also loaded it in models.txt
 
okay i got it to appear but my problem now is this she goes across the entire screen i need her to appear in front punch and vanish not fly across the screen lol
 
and for this part
Code: [Select]
void spawnbind(void Name, float dx, float dy, float dz)
{ // Spawn and bind other entity
  void self = getlocalvar("self");
  void Spawn;

  Spawn = spawn01(Name, dx, dy, 0);
  bindentity(Spawn, self, dx, dz, dy, 0, 0);
}
is it for the actual txt of the effect or for the main txt file of the char?  also the name part is that the name of the effect?
 
this is crazy hard i tried going though the manuel and nothing i tried using lifespan but it either goes way to fast if i use a descimel or it wont vanish.  This is really hard I looked all over the forum for both these scripts that were given to me in the script index to see if im missing something and i couldnt find anything she flies across the screen like a bullet when she should just go in front of her and hit and dissappear.
 
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