Jump attack

mtrain

New member
It is offtop, but can someone give example how to make jump-stone move like lava boss from vidoe in Reply #17?
 
mtrain said:
It is offtop, but can someone give example how to make jump-stone move like lava boss from vidoe in Reply #17?

That char was made using Mugen, not OpenBOR. Do you want to make a move where the enemy jumps and lands next of the target?
You can adapt BB's target code for that.
 
exactly. I have tried different methods but no one helps
I know why...
If all you want is to stop midair and drop, it's a simple matter of setting velocity. Not sure what the complexity is.

DC, I discovered that if you use a function (like dasher or your velo001 as I do most of times) to give an entity a positive Y velocity and then try to give the same entity a negative Y velocity, the last command is totally ignored.

This the code of my Vision:
anim freespecial9
loop 0
delay 2
offset 245 270
Energycost 7 1 0
landframe 23
bbox 217 217 50 46
attack 0 0 0 0 0 0 0 0 0 0
@script
    void self = getlocalvar("self");

    if(frame==0){
      changeentityproperty(self, "aiflag", "jumping", 0);
      changeentityproperty(self, "aiflag", "attacking", 1);
    } else if(frame==26){
      setidle(self, openborconstant("ANI_IDLE"));
    }

@end_script
frame data/chars/vision/jump00.png
bbox 226 215 34 53
@cmd dasher 1 10 0
sound data/sounds/jump.wav
frame data/chars/vision/jump01.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/vision/free05.png
attack 221 210 47 59 5 2 0 0 0 0
frame data/chars/vision/free06.png
attack 0 0 0 0 0 0 0 0 0 0
sound data/sounds/cap02.wav
frame data/chars/vision/free05.png
delay 500
blast 234 205 30 55 30 5 0 0 5 20
bbox 235 198 20 62
@cmd dasher 0 -30 0
sound data/chars/vision/sound/density_i.wav
frame data/chars/vision/jatt103.png
blast 153 247 183 12 25 5 0 0 10 50
offset 245 261
delay 12
bbox 235 198 20 62
@cmd spawn01 "stompfx" 0 0 0
@cmd spawn01 "crack" 0 0 -1
frame data/chars/vision/jatt103.png
attack 0 0 0 0 0 0 0 0 0 0
delay 20
bbox 235 237 26 35
offset 245 270
frame data/chars/vision/fall202.png
delay 12
frame data/chars/vision/rise03.png
frame data/chars/vision/rise04.png

So, to make it goes fast to the ground, I used this code as SCRIPT:

Code:
script  @script

void main()
{
void self = getlocalvar("self");
if( getentityproperty(self, "animationid")==openborconstant("ANI_freespecial9") & getentityproperty(self, "animpos")>= 22   )

			{
			changeentityproperty(self, "velocity", NULL(),NULL(), -20 );
               		}
}
@end_script
 
Umm... before we discuss this further, can we split this discussion to it's own thread?

exactly. I have tried different methods but no one helps

I usually disable gravity to allow enemies to dive faster. This is the function:

Code:
void degravity(int Ratio)
{// Changes antigravity effect
    void self = getlocalvar("self");
    changeentityproperty(self, "antigravity", Ratio);
}

Example:

@cmd dasher 0 -4 0
@cmd degravity 1

I know it's risky to alter gravity like this (you must ensure that it's resetted if enemy is interrupted during the dive) but it's the only way
 
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