Matute2175
New member
Hi, how's it going? It's really hot here.
I have a question. I'm trying to make my character perform an aerial grab, grab the enemy, and throw him from the air towards the ground, but right when he hit the ground, I want the enemy to bounce upwards, simulating a big impact. I only want the enemy to bounce during that animation. Looking at the Legacy Manual, I see the bouncefactor option, but it would make me create a new fall animation for all enemies. I'm already using the function:
void throw(int Damage, int Type, int x, int y, int z, int Face)
{ // Damage as throw finisher
void self = getlocalvar("self");
void target = getlocalvar("Target" + self);
int SDir = getentityproperty(target,"direction");
int MDir;
if(Face==0){ // Same facing?
MDir = SDir;
}
if(Face==1){ // Opposite facing?
if(SDir==0){ // Facing left?
MDir = 1;
} else { MDir = 0;}
}
if(target==NULL())
{
target = getentityproperty(self, "grabbing");
setlocalvar("Target" + self, target);
}
if(target!=NULL())
{
int dir = getentityproperty(target,"direction"); //Get opponent's facing direction
if(dir==0){ // Facing left?
x = -x;
}
if(Type==1)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL5")); // 1st throw type
}
if(Type==2)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL5")); // 2nd throw type
}
if(Type==3)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL6")); // 3rd throw type
}
if(Type==4)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL12")); // 4th throw type
}
if(Type==5)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL32")); // 5th throw type
}
changeentityproperty(target, "attacking", 1);
//changeentityproperty(target, "damage_on_landing", Damage);
changeentityproperty(target, "projectile", 1);
changeentityproperty(target, "direction", MDir);
tossentity(target, y, x, z); // Toss opponent
}
}
My question is if there's a simpler way to solve this.
Thanks and regards!
I have a question. I'm trying to make my character perform an aerial grab, grab the enemy, and throw him from the air towards the ground, but right when he hit the ground, I want the enemy to bounce upwards, simulating a big impact. I only want the enemy to bounce during that animation. Looking at the Legacy Manual, I see the bouncefactor option, but it would make me create a new fall animation for all enemies. I'm already using the function:
void throw(int Damage, int Type, int x, int y, int z, int Face)
{ // Damage as throw finisher
void self = getlocalvar("self");
void target = getlocalvar("Target" + self);
int SDir = getentityproperty(target,"direction");
int MDir;
if(Face==0){ // Same facing?
MDir = SDir;
}
if(Face==1){ // Opposite facing?
if(SDir==0){ // Facing left?
MDir = 1;
} else { MDir = 0;}
}
if(target==NULL())
{
target = getentityproperty(self, "grabbing");
setlocalvar("Target" + self, target);
}
if(target!=NULL())
{
int dir = getentityproperty(target,"direction"); //Get opponent's facing direction
if(dir==0){ // Facing left?
x = -x;
}
if(Type==1)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL5")); // 1st throw type
}
if(Type==2)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL5")); // 2nd throw type
}
if(Type==3)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL6")); // 3rd throw type
}
if(Type==4)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL12")); // 4th throw type
}
if(Type==5)
{
damageentity(target, self, Damage, 1, openborconstant("ATK_NORMAL32")); // 5th throw type
}
changeentityproperty(target, "attacking", 1);
//changeentityproperty(target, "damage_on_landing", Damage);
changeentityproperty(target, "projectile", 1);
changeentityproperty(target, "direction", MDir);
tossentity(target, y, x, z); // Toss opponent
}
}
My question is if there's a simpler way to solve this.
Thanks and regards!