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
 
Just a kind of bump to say few things.

-I finally quit the idea to actually add walls to stop entities from going through ropes.
The problem was I would avoid characters to be able to jump into the ring WITHOUT using the ring in system (with the great help of BB), but I'll fix it with adjusting the jump height and ring size.

-I don't need to replicate the exact system used in wrestling games.
My mod project is more like a beat em up with an "in the ring" game mode. Using really few of the wrestling games mechanics. So, I'll skip the wall stuff.

-perhaps the ropes don't need to move with characters contact anymore.
They are just still elements. (?)

Now my question would be:
What is the best way to simulate rope interaction?
At the moment, ring ropes are "inactive" obstacles with no interactivity.
The idea is the player or enemy is in a custom pain anim (displaying him in a run motion)
Then if he is close to ropes and facing them, he will go to a follow anim.
Perhaps the interactive element can be an invisible element at multiple places.
This way :
Em57264.png

Something similar to ladders "triggers"
Because these yellow elements need to be at different Z and X axis from each others.
Any suggestion?
 
After re-thinking it.
I think these yellow dots that triggers a follow anim on entities could be just an attacking box with a special pain anim for the "opponent". (This would be the simple way to make it working without script/coding.

But there is a major problem.
It can't detect if entity is facing it, and if the entity is in a running anim as well.
This is why I think it needs script.
But I might be wrong ???
 
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