Solved Why I can't get this done?

Question that is answered or resolved.

machok

Well-known member
I still learning to how make combos and then I found this problem,
Enemy always skip Haggar last attack (freespecial20) not sure why.. It's been hours now and I still not sure what's going on
Haggar special (spinning attack) is attack25
Haggar last attack (freespecial20) is attack42

*sorry video back to private now, still a wip can't show it yet

as in the end of the video when not combined freespecial20 can hit enemy smoothly without problems
where should I check to solved this?

Is my enemy fall too long??

Code:
anim    fall25
    forcedirection    -1
#    jugglecost    50
    loop    0
    delay    4
    offset    89 174
    bbox    70 96 40 78 150
    @cmd    dasher -0.75 0 -0.1
    frame    data/chars/bred/pain1.gif
    offset    93 174
    frame    data/chars/bred/pain1.gif
    offset    91 174
    frame    data/chars/bred/pain1.gif
    offset    93 174
    frame    data/chars/bred/pain1.gif
    offset    91 174
    bbox    70 96 40 78
    frame    data/chars/bred/pain1.gif
    offset    93 174
    bbox    70 96 40 78
    frame    data/chars/bred/pain1.gif
    offset    91 174
    bbox    70 96 40 78
    frame    data/chars/bred/pain1.gif
    delay    15
    offset    89 174
    bbox    70 96 40 78 150
    @cmd    dasher 0 0 0 0
    frame    data/chars/bred/pain1.gif
    delay    15
    offset    89 174
    bbox    70 96 40 78 150
    frame    data/chars/bred/pain02.gif
    offset    89 174
    delay    8
    bbox    70 96 40 78 150
    frame    data/chars/bred/rise01.gif
    bbox    70 96 40 78 150
    frame    data/chars/bred/rise02.gif
    bbox    70 96 40 78 150
    frame    data/chars/bred/rise01.gif
    bbox    70 96 40 78 150
    frame    data/chars/bred/rise03.gif
    bbox    70 96 40 78 150
    frame    data/chars/bred/rise01.gif
    bbox    70 96 40 78
    frame    data/chars/bred/rise02.gif
    bbox    70 96 40 78
    frame    data/chars/bred/rise01.gif
    bbox    70 96 40 78
    frame    data/chars/bred/rise03.gif
    bbox    70 96 40 78
    frame    data/chars/bred/rise01.gif
    bbox    70 96 40 78
    delay    16
    frame    data/chars/bred/pain04.gif
    offset    89 174
    bbox    70 96 40 78
    delay    16
    frame    data/chars/bred/wk6.gif
 
Last edited:
Solution
Solved, I use flags script exactly in the same frame when enemy land
Code:
    @cmd    flags 0 1 0 1 0 0

Code:
void flags(int idleflag, int jumpflag, int walkflag, int actionjump, int actionattack, int actionpain)
{
    void self = getlocalvar("self");    // get self
    
    if(idleflag == 1)
    { // Turn On idle flag
        changeentityproperty(self, "aiflag", "idling", 1);
        // Turn on idle status
        changeentityproperty(self, "aiflag", "jumping", 0);
        // Turn off jump status
    }
    if(jumpflag == 1)
    { // Turn On jump flag
        changeentityproperty(self, "aiflag", "jumping", 1);
        // Turn on jump status
        changeentityproperty(self, "aiflag", "idling", 0);
        // Turn off idle status
    }...
You need a landframe in the enemy fall animation so they are on their feet when they land or use dropv to push the enemy higher in the air before coming in with the last throw.

Think if you grab by script it will grab the last enemy anyway.
 
@msmalik681
I put landframe and still not working, the only one that works now if I use jugglecost but it makes haggar spinning special hit only a few times

I don't understand about jugglecost and jugglepoint
can you give an example of how much should I give to the enemy and how much to the player?

Code:
jugglepoints {int}

    This command limits jugglability of this entity. IOW it controls how many times entity can be juggled.
    Juggling means attacking falling opponents (assuming they are vulnerable while falling).
    This command is used in conjunction with ‘jugglecost’ (see Animation Data below).
    The command works like this:
        If attackbox hits opponent whose ‘jugglepoints’ is higher than or equal with ‘jugglecost’, the attack will connect. At this condition, opponent’s ‘jugglepoints’ will be subtracted by that ‘jugglecost’. This drops ‘jugglepoints’ which limits juggling ability. If attackbox hits opponent whose ‘jugglepoints’ is lower than ‘jugglecost’, the attack will not connect. At this condition, opponent’s ‘jugglepoints’ will remain the same.
    If {int} is set to -1, the entity will be immune to juggles.

Code:
jugglecost {int}

    This command limits juggling ability of the attackbox.
    Juggling means attacking falling opponents (assuming they are vulnerable while falling). It doesn’t matter if the attackbox knocks down or not cause juggling always knock down opponent.
    This command is used in conjunction with ‘jugglepoints’ (see Header Data above).
    The command works like this:
        If attackbox hits opponent whose ‘jugglepoints’ is higher than or equal with ‘jugglecost’, the attack will connect. At this condition, opponent’s ‘jugglepoints’ will be subtracted by that ‘jugglecost’. This drops ‘jugglepoints’ which limits juggling ability. If attackbox hits opponent whose ‘jugglepoints’ is lower than ‘jugglecost’, the attack will not connect. At this condition, opponent’s ‘jugglepoints’ will remain the same.
 
Solved, I use flags script exactly in the same frame when enemy land
Code:
    @cmd    flags 0 1 0 1 0 0

Code:
void flags(int idleflag, int jumpflag, int walkflag, int actionjump, int actionattack, int actionpain)
{
    void self = getlocalvar("self");    // get self
    
    if(idleflag == 1)
    { // Turn On idle flag
        changeentityproperty(self, "aiflag", "idling", 1);
        // Turn on idle status
        changeentityproperty(self, "aiflag", "jumping", 0);
        // Turn off jump status
    }
    if(jumpflag == 1)
    { // Turn On jump flag
        changeentityproperty(self, "aiflag", "jumping", 1);
        // Turn on jump status
        changeentityproperty(self, "aiflag", "idling", 0);
        // Turn off idle status
    }
    if(walkflag == 1)
    { // Turn On walk flag
        changeentityproperty(self, "aiflag", "walking", 1);
        // Turn on walk status
        changeentityproperty(self, "aiflag", "idling", 0);
        // Turn off idle status
    }
    if(actionjump == 1) // Turn On takeaction jump
    {changeentityproperty(self, "takeaction", "common_jump");}
    // Set jump status
    if(actionattack == 1) // Turn On takeaction attack
    {changeentityproperty(self, "takeaction", "common_attack_proc");}
    // Set attack status
    if(actionpain == 1) // Turn On takeaction pain
    {changeentityproperty(self, "takeaction", "common_pain");}
    // Set pain status
}
 
Solution
Back
Top Bottom