jumpattack, air slam follow

Piccolo

Well-known member
Yop,

I'm trying to create a runjumpattack that follow into a slam.

The follow does work and the character start the slam, but when he lands, the animation gets interupted (it switches to jumpland).

If I execute these lines at the first frame of the follow slam...

Code:
changeentityproperty(vEnt, "aiflag", "jumping", 0);
changeentityproperty(vEnt, "aiflag", "attacking", 1);
changeentityproperty(vEnt, "takeaction", "common_attack_proc");

...the slam no longer gets interrupted. Problem is, the character is supposed to move forward while slamming (~ jump momentum), but he doesn't, even if I set X velocity.

What is preventing him from moving ?

Thanks.
 
It's the rule of engine. Jumping entity (forward or backward) will stop moving after he/she/it lands.

If you want entity to move again after landing, you need to set velocity again after landing
 
Bloodbane said:
It's the rule of engine. Jumping entity (forward or backward) will stop moving after he/she/it lands.

If you want entity to move again after landing, you need to set velocity again after landing

Ok, I already set velocity on the first frame but the entity had not landed yet, that's why it wasn't working. If I set velocity on the next frames, entity does move again. Thanks.

O Ilusionista said:
what "common_attack_proc" means?

From what I understand it is used to put an entity into an attacking state.  Here I used it mainly to remove/replace jumping state (common_jump). When an entity is in a state, there is a matching function than runs on every frame (or something like that). In the case of "common_jump", the matching function makes the entity land on certain conditions (something I don't want here).
 
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