Solved OTG question

Question that is answered or resolved.

PS_VITA

Active member
When an enemy is on the floor after being thrown I can attack him with an OTG attack, but is there a way to change that so that the enemy can react to my non OTG attacks while keeping the same animation?

The reason is that I created a special throw against an enemy and the enemy lands on his feet but obviously the engine thinks that the enemy is on the floor. All this is intentional.
 
Solution
So I guess,  I "solved " my problem , by running a script on the anim fall of the enemy with a cocktail of code that prevents the enemy from ever reaching the floor,  subject to gravity 0 , position adjustments,  like a = y , subject to base 0 , velocity adjustments,  the whole thing is a mess I'm sure. But it works,  now the enemy fall animation (which looks nothing like a fall animation btw) is perfectly capable of emitting a bbox that can allow me to hit it without having an otg  status. 

Now , I have other issues like making sure the enemies gravity gets changed to 1, but I'm sure I can get around that later on.

If anyone ever finds out an easier way please do share, thanks.
Bloodbane said:
Can you tell us how exactly enemy lands after being thrown?

Sorta like this

Feet stuck on the floor

https://www.gogglebob.com/pics/fgc3/232takfatal.gif


Although the enemy landed on the floor,  the engine thinks the enemy hit box can only be hit with OTG attacks. I want to change the hit box so the enemy can be hurt with a regular bbox and not just otg attacks.

Currently the enemy ignores my attacks unless they are OTG or the animation resets to his idle stance.

Are there flags,  or some scripts or native functions that can assist me with this strange request?
 
Bloodbane said:
Are you using script to make enemy land from being thrown? or is the enemy in upright position when being thrown?

No script, just an alternate fall39 type of animation that makes it look he is already in a upright position when being thrown.


Edit:

Basically can an enemy bbox that status is lying (OTG attackable only) be reverted back to a regular BBox?

Another solution to my problem I think would be if I could somehow cancel the enemy fall animation in mid air. Or at least the status of falling so that my bbox doesn't go into otg status.

Edit2 , Yet another solution would be of I could have the enemy safe fall but just not change the animation?


If not I need to redo my attempt at trying this particular animation.
 
So I guess,  I "solved " my problem , by running a script on the anim fall of the enemy with a cocktail of code that prevents the enemy from ever reaching the floor,  subject to gravity 0 , position adjustments,  like a = y , subject to base 0 , velocity adjustments,  the whole thing is a mess I'm sure. But it works,  now the enemy fall animation (which looks nothing like a fall animation btw) is perfectly capable of emitting a bbox that can allow me to hit it without having an otg  status. 

Now , I have other issues like making sure the enemies gravity gets changed to 1, but I'm sure I can get around that later on.

If anyone ever finds out an easier way please do share, thanks.
 
Solution
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