Ring rope interaction

NED

Well-known member
Hi,
I'm thinking about how can I recreate the "irish whip" move used in wrestling.
Mine will work in a slightly different way because the opponent fall if not hit during the run
I chosen to use a fall only if the move is coded as a custom slam. (if not, I could make the opponent stop standing)
Picture (mockup) and description.
IvDASdF.jpg

1- from grab player send opponent to a custom running anim.

2- runing anim is executed during 3 seconds.
the entity can be hit.
The entity can bump other entities.
after 3 seconds the entity stops stand or fall (I'll take the easier one to code)

3- entity bounces on the ropes
For the moment, ropes are only a graphical element, no boxes and all.
(Any suggestion is welcome)

4- same as 2, but will run for 2 seconds.
I don't want to have an infinite loop of bounces.

Initially, my idea was to use a custom slam to code it. ???
Then I thinked of it as a custom pain anim then a wallbounce code. ???

I think of it as a common system for all entities availiable in wrestling/VS modes.
Any idea how to start it. If my idea is realistic code-wise.
Any help and suggestion is welcome.
Thanks
 
Sorry to bump,
I really need some help for this one.
I had that in my head since 2011 now, and decided to get rid of it because of difficulty.
But I'm sure it can be done with Openbor, I just have no clue about how to make something that works correctly.
 
I think you are making this more difficult in your mind than it really is. It would probably help to break it down to parts.

[list type=decimal]
[*]The initiation of the whip is just really just another slam. The opponent's ending animation just happens to be running at the ropes instead of dropping, getting choked, etc.
[*]The running itself can take care of bouncing off ropes. Not too hard at all depending on what the ropes are.  Are they a wall, platform, just visual effect and not really there at all? We'll need to know to set the bounce up.
[*]Back to the attacker - on command entry, you can check what the opponent is doing.  If they are in that running animation, then maybe do different moves.
[/list]

Once conceptualized and broken down, trying to the code parts becomes much easier. :)

DC
 
1st, Thanks for taking some time to give me some help about it DC  :)

about these points :
1 Yes, that was my first idea, but I had the feeling the regular running anim can be used to avoid copy paste it for every entity (some way to make the engine get the appropriate animation itself). But Yes, I will use slam coding instead.

2 about the bouncing, yes, I think I can edit wallbounce code to make it working with this particular anim.
The rope are only graphics for the moment. I was thinking to make them a very thin wall (?)
or use a special entity that can activate a script like ladder system (?)

3 Yes, I will add some possibilities on it, this will be the last thing to add after the start major coding is done.

Thanks for making it more clear to me, DC,
I will start coding some stuffs, and see how it comes.
 
I get back to the start with the ropes interaction.

first I'm trying to make these ropes an indestructible obstacle (no bbox)
But using a wall code to stop the movement through it.

Then the actual ring climb moting will include a "teleport" of few pixels to simulate the go through stuff. Yes, it's very mecanical/simple process. I understand it this way instead of complex script to allow or not allow going through. (I don't know any similar coded feature in existing mod)

So my first question is :
Is there a software allowing the visual display of platforms? and hopefully the editing with visual gui?
I generally never had the need of such a feature, but for these ropes elements, I tries it 3 times and always have bugs ingame.

THANKS
 
nedflandeurse said:

OpenBOR Editor is a buggy mess (Copy paste its edits, don't ever save), but it can display stages and their elements to give you a nice visual rundown. There may be others out there if you look around - that's just the one I'm familiar with.

DC

 
Thanks for the explanation, so it can display and edit platform works?
I'll use it only for steps without actually saving the changes.

(I used to work this way with some old Mugen softwares, by saving hitboxes and stuffs in temporary txt files, not in the actual character.

I give it a try, definitly
 
Hello,
I'm back to coding. In part time. This is all I can do for the moment...

I try to add a wall to the side rope entity, so you cannot go out of the ring by error.
(Green wall)*
K8FWDmw.jpg


I cannot do it, itbarely stops character from walking through.
I'm really botheres by the fact I have no visual way to check walls position.

*As an explanation.
blue big wall is "spawned" in level txt file.
Code:
wall 299 584 90 -20 758 858 160 67

green platform is coded in side rope obstacle entity file
Code:
platform   10 350 0 0 2 2 154 450

I did blue one long time ago now, manually, by tweeking until it's OK.
I did green with Obeditor and chronocrash-modders-tools. (none can make it working correctly)

Do you have some suggestions to finally make it working?
Is it actually possible to put a wall on another and still have the blocking effect of a wall on both?

Any suggestion or help is really welcome.
Thanks
 
Umm... we need to see the whole animation of this green platform/wall. Correct platform setting can be wrong if offset isn't the same, that's why we need to see the whole setting
 
Oops sorry, yes it can be very limited without these infos.

First, thes sprites used (not cropped)
rope wall
nXIXhjO.gif


Ring sprite
ZG8hQ7c.gif


actual ring BG
BZk8GD3.gif


How things are spawned in level file :
(Wall for ring platform + ring mat picture + side rope)
Code:
wall 299 584 90 -20 758 858 160 67

spawn  rmat1# le ring
	coords  359 425#356 424#650 500#717 579#720 580#646  259
	at  0
	flip -1#1

spawn  rsidemove# cordes sur les cotes LEFT (new - with interaction)
	flip 1
	coords  20 425#20 420#14 420#359 426#720 455#356 425
	at  0

Side rope obstacle full code:
Code:
name	rsidemove
type    obstacle#none#obstacle
shadow	0
health  99999999#1
diesound  data/sounds/wood.wav
nolife  1
noatflash 1
nomove 1 1# pas de move - pas de turn
#gfxshadow 0#1



	
anim	idle
	loop	1
	delay	6
	offset	57 161#57 156#50 115#720 426
#	bbox	26 25 47 177
      platform   10 350 0 0 2 2 154 450#platform   10 216 0 0 2 2 154 200# 200 = big hauteur pour les cordes
	frame	data/sprites/rsidemove00.gif

Some precisions

@BB, these is also a camera offset code at the start of level.
To force camera to be centred in the start of level.
We talked of thet in the past. (Should I post it as well?)

@ "..." or whatever your name display.
I'm forced to use old build, because game is unstable in other builds.
But I'll try to switch when playes will be fixed for new builds
 
You're right.
In fact I shared an old demo with some people "at Lavalit era" I think.

I used to update my game to every new build back in time. But one day, a build completly f*cked up my obstable display and the way commands are detected, so I had to stop updating the builds.

Exemple : B + block is no more valid. Character will block instead of doing my custom defensive move.
 
Just as I thought, the platform is set far from the offset
This is my recommendation for platform setting:

Code:
anim	idle
	loop	1
	delay	6
	offset	10 220
      platform   10 220 70 0 80 10 150 450
	frame	data/sprites/rsidemove00.gif

@BB, these is also a camera offset code at the start of level.
To force camera to be centred in the start of level.
We talked of thet in the past. (Should I post it as well?)

No, there's no need. It has nothing to do with platforming nor wall. But it does affect spawning if you set the code in wrong order
 
Thanks Bloodbane.
You're definitly right.
It works far better now. but it's still really buggy, the wall seems to work only when you're out of the ring. It don't stop you when you're on it.

I tried to edit it again, based on your values.
But it's still wrong.

Thanks for your support anyway.

I think I have been too ambitious with this project from the start.
Perhaps it's time to cancel wrestling mechanics. The engine is not optimised for it at all.
I will think about it in the next weeks then take a decision to delete or not all the wrestling system (including the ring platform itself) - Seriously, who needs a game with wrestling mode in openbor?
 
the wall seems to work only when you're out of the ring. It don't stop you when you're on it.

There's platform vs wall bug, it happens when wall overlaps platform

Seriously, who needs a game with wrestling mode in openbor?

Hey, don't give up just yet :)
You can simplify the mod by removing ring and ropes and use cage instead (similar to UFC). With cage, you only need to focus on walls
 
Bloodbane said:
the wall seems to work only when you're out of the ring. It don't stop you when you're on it.

There's platform vs wall bug, it happens when wall overlaps platform

Seriously, who needs a game with wrestling mode in openbor?

Hey, don't give up just yet :)
You can simplify the mod by removing ring and ropes and use cage instead (similar to UFC). With cage, you only need to focus on walls

You're right.
Cage will be the last chance if I cannot fix it.
In fact the mode "death match" was into a ring with fire walls (no ring out)

I'll try to put this wall without bugs. For some reason, when I replace the ropes with any other obstacle (drum...) there is no problem.

Thanks for the support!

BTW : I never really understood why you have to use walls OR platforms. What is the actual difference?
Is it only that platforms are "walkable" ?  ???
 
The difference is platforms can float but walls not. For this ring i would say you don't need platforms anyways + walls can work better with script detection for bounce.

If you like you can send me a copy of your mod and i could try to to set the walls and set the bouncing staff.

magggas.
 
BTW : I never really understood why you have to use walls OR platforms. What is the actual difference?
Is it only that platforms are "walkable" ?  ???
Modify message

Both can be walkable (and you need the updated version of antiwall to work with walls which you can walk over). And both can be detected by script. Don Drago made a code for detecting platforms in the same way we detect walls and works like a charm (its on the last version of FF Gold Plus). He changed all walls for platform, for example.

There is a difference though: entites stucked inside a wall are removed from the game instantly. But not entities stucked on platforms.
 
@nedflandeurse, entites stucked inside a wall they get transferred instandly on the top of the wall NOT just removed from the game. Only if the wall is too tall, then they are removed by offscreenkill.

Just say.
 
Thanks to both.
I will do my last try soon, If I cannot fix it, I might ask you to edit it Magggas.
I always try do do thing myself before to ask for help (particularly non-script elements ::) ), but I will definitly consider your offer if I cannot myself.
Thanks

Anyway, I think I will use wall instead of platform to see if it feels better.
 
Back
Top Bottom