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X-men: Hunter for mutants
Kdumal
Brazil

Posts: 211
Joined: May 2012
Likes Received: 13 in 13 posts



03-07-2013 05:42 PM RE: X-men: Hunter for mutants
Post: #11
(02-27-2013 02:45 AM)DarkBloodbane Wrote:  Well, that script only work if you have attacked some enemy. If you haven't, then the script won't do a thing. BTW you're not using that in pseudo slam/throw are you?

As for victory script, I guess it's best for me to make small demo to show it. Give me time to find proper base for it Have a nice day

Hello blood here my way don't work

Quote:anim follow2
loop 0
delay 5
offset 208 219
bbox 199 154 65 70
@script
if(frame==0){
void self = getlocalvar("self");
void target = getentityproperty(self, "opponent");
int THealth = getentityproperty(target, "health");

if(THealth==0){
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
}
}
@end_script
sound data/chars/logan/at.wav
hitflash Blood
hitfx data/sounds/garras1.wav
frame data/chars/logan/at1.gif
frame data/chars/logan/at2.gif
attack 257 169 78 37 5 0
frame data/chars/logan/at3.gif
frame data/chars/logan/at4.gif
attack 0 0 0 0
sound data/chars/logan/at.wav
frame data/chars/logan/at5.gif
frame data/chars/logan/at6.gif
frame data/chars/logan/at7.gif
hitfx data/sounds/garras1.wav
attack 256 129 72 56 5 0
frame data/chars/logan/at8.gif
frame data/chars/logan/at9.gif
attack 0 0 0 0
frame data/chars/logan/at10.gif
frame data/chars/logan/at11.gif
sound data/chars/logan/at.wav
hitflash Blood
hitfx data/sounds/garras1.wav
frame data/chars/logan/at1.gif
frame data/chars/logan/at2.gif
attack 257 169 78 37 5 0
frame data/chars/logan/at3.gif
frame data/chars/logan/at4.gif
attack 0 0 0 0
sound data/chars/logan/at.wav
frame data/chars/logan/at5.gif
frame data/chars/logan/at6.gif
frame data/chars/logan/at7.gif
hitfx data/sounds/garras1.wav
attack 256 129 72 56 5 0
frame data/chars/logan/at8.gif
frame data/chars/logan/at9.gif
attack 0 0 0 0
frame data/chars/logan/at10.gif
frame data/chars/logan/at11.gif
sound data/chars/logan/at.wav
hitflash Blood
hitfx data/sounds/garras1.wav
frame data/chars/logan/at1.gif
frame data/chars/logan/at2.gif
attack 257 169 78 37 5 0
frame data/chars/logan/at3.gif
frame data/chars/logan/at4.gif
attack 0 0 0 0
sound data/chars/logan/at.wav
frame data/chars/logan/at5.gif
frame data/chars/logan/at6.gif
frame data/chars/logan/at7.gif
hitfx data/sounds/garras1.wav
attack 256 129 72 56 5 0
frame data/chars/logan/at8.gif
frame data/chars/logan/at9.gif
attack 0 0 0 0
frame data/chars/logan/at10.gif
frame data/chars/logan/at11.gif
move 2
delay 10
bbox 201 129 52 73
frame data/chars/logan/x1.gif
frame data/chars/logan/x2.gif
attack 238 134 104 65 60 1
frame data/chars/logan/x3.gif
attack 276 136 72 107 60 1
frame data/chars/logan/x4.gif
frame data/chars/logan/x5.gif

anim follow3
loop 0
delay 12
offset 208 219
bbox 179 157 65 71
frame data/chars/logan/pain2.gif
offset 203 219
frame data/chars/logan/pain2.gif
offset 208 219
bbox 179 157 65 71
frame data/chars/logan/pain2.gif
offset 203 219
frame data/chars/logan/pain2.gif

help meBouaaaaah

I'll create a group to mod me, bloodbane, Kmilloz and one more(drawning)

Kdumal, proud to be a member of Atlas Productions - Cavern Of Creativity since May 2012.


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DarkBloodbane
Indonesia

Posts: 548
Joined: Dec 2012
Likes Received: 30 in 27 posts
MotivatorCoder
Most Recent Status: It's Ramadhan and I'm fasting. It feels great! :D

03-08-2013 03:25 AM RE: X-men: Hunter for mutants
Post: #12
(03-07-2013 05:42 PM)Kdumal Wrote:  Hello blood here my way don't work

Quote:anim follow2
loop 0
delay 5
offset 208 219
bbox 199 154 65 70
@script
if(frame==0){
void self = getlocalvar("self");
void target = getentityproperty(self, "opponent");
int THealth = getentityproperty(target, "health");

if(THealth==0){
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
}
}
@end_script
sound data/chars/logan/at.wav
hitflash Blood
hitfx data/sounds/garras1.wav
frame data/chars/logan/at1.gif
frame data/chars/logan/at2.gif
attack 257 169 78 37 5 0
frame data/chars/logan/at3.gif
frame data/chars/logan/at4.gif
attack 0 0 0 0
sound data/chars/logan/at.wav
frame data/chars/logan/at5.gif
frame data/chars/logan/at6.gif
frame data/chars/logan/at7.gif
hitfx data/sounds/garras1.wav
attack 256 129 72 56 5 0
frame data/chars/logan/at8.gif
frame data/chars/logan/at9.gif
attack 0 0 0 0
frame data/chars/logan/at10.gif
frame data/chars/logan/at11.gif
sound data/chars/logan/at.wav
hitflash Blood
hitfx data/sounds/garras1.wav
frame data/chars/logan/at1.gif
frame data/chars/logan/at2.gif
attack 257 169 78 37 5 0
frame data/chars/logan/at3.gif
frame data/chars/logan/at4.gif
attack 0 0 0 0
sound data/chars/logan/at.wav
frame data/chars/logan/at5.gif
frame data/chars/logan/at6.gif
frame data/chars/logan/at7.gif
hitfx data/sounds/garras1.wav
attack 256 129 72 56 5 0
frame data/chars/logan/at8.gif
frame data/chars/logan/at9.gif
attack 0 0 0 0
frame data/chars/logan/at10.gif
frame data/chars/logan/at11.gif
sound data/chars/logan/at.wav
hitflash Blood
hitfx data/sounds/garras1.wav
frame data/chars/logan/at1.gif
frame data/chars/logan/at2.gif
attack 257 169 78 37 5 0
frame data/chars/logan/at3.gif
frame data/chars/logan/at4.gif
attack 0 0 0 0
sound data/chars/logan/at.wav
frame data/chars/logan/at5.gif
frame data/chars/logan/at6.gif
frame data/chars/logan/at7.gif
hitfx data/sounds/garras1.wav
attack 256 129 72 56 5 0
frame data/chars/logan/at8.gif
frame data/chars/logan/at9.gif
attack 0 0 0 0
frame data/chars/logan/at10.gif
frame data/chars/logan/at11.gif
move 2
delay 10
bbox 201 129 52 73
frame data/chars/logan/x1.gif
frame data/chars/logan/x2.gif
attack 238 134 104 65 60 1
frame data/chars/logan/x3.gif
attack 276 136 72 107 60 1
frame data/chars/logan/x4.gif
frame data/chars/logan/x5.gif

anim follow3
loop 0
delay 12
offset 208 219
bbox 179 157 65 71
frame data/chars/logan/pain2.gif
offset 203 219
frame data/chars/logan/pain2.gif
offset 208 219
bbox 179 157 65 71
frame data/chars/logan/pain2.gif
offset 203 219
frame data/chars/logan/pain2.gif

Hmmm... follow2, is this a followup animation, which is played when an attack connects?

Quote:I'll create a group to mod me, bloodbane, Kmilloz and one more(drawning)

Hold on a second! I'm busy here, I can't share more time for you. sorry Have a nice day

"The more often enemy attacks, the more open they are to counterattacks"

OpenBoR Manual:

http://dcemulation.org/index.php5?title=OpenBORManual


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Kdumal
Brazil

Posts: 211
Joined: May 2012
Likes Received: 13 in 13 posts



03-08-2013 06:47 PM RE: X-men: Hunter for mutants
Post: #13
Take easy blood your help will be like now in some scripts just! don't hold on you ! I said bad kkkkkkkkkkkkk

Quote: Hmmm... follow2, is this a followup animation, which is played when an attack connects?

yes! to ways

grabattackup

and

freespecial#

but don't work in 2 case

Kdumal, proud to be a member of Atlas Productions - Cavern Of Creativity since May 2012.


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DarkBloodbane
Indonesia

Posts: 548
Joined: Dec 2012
Likes Received: 30 in 27 posts
MotivatorCoder
Most Recent Status: It's Ramadhan and I'm fasting. It feels great! :D

03-09-2013 11:41 PM RE: X-men: Hunter for mutants
Post: #14
Hmmm... why don't you edit the script a bit into this:

@script
if(frame==1){
void self = getlocalvar("self");
void target = getentityproperty(self, "opponent");
int THealth = getentityproperty(target, "health");

if(THealth<=0){
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
}
}
@end_script

"The more often enemy attacks, the more open they are to counterattacks"

OpenBoR Manual:

http://dcemulation.org/index.php5?title=OpenBORManual


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Kdumal
Brazil

Posts: 211
Joined: May 2012
Likes Received: 13 in 13 posts



03-11-2013 08:53 AM RE: X-men: Hunter for mutants
Post: #15
(03-09-2013 11:41 PM)DarkBloodbane Wrote:  Hmmm... why don't you edit the script a bit into this:

@script
if(frame==1){
void self = getlocalvar("self");
void target = getentityproperty(self, "opponent");
int THealth = getentityproperty(target, "health");

if(THealth<=0){
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
}
}
@end_script

I need something in data/scripts/something.txt???? 'coz don't work!

Kdumal, proud to be a member of Atlas Productions - Cavern Of Creativity since May 2012.


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DarkBloodbane
Indonesia

Posts: 548
Joined: Dec 2012
Likes Received: 30 in 27 posts
MotivatorCoder
Most Recent Status: It's Ramadhan and I'm fasting. It feels great! :D

03-12-2013 12:07 AM RE: X-men: Hunter for mutants
Post: #16
This is strange cause that script tag doesn't need anything in scripts folder.

Can you send me small demo for me to try?

"The more often enemy attacks, the more open they are to counterattacks"

OpenBoR Manual:

http://dcemulation.org/index.php5?title=OpenBORManual


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Kdumal
Brazil

Posts: 211
Joined: May 2012
Likes Received: 13 in 13 posts



03-17-2013 08:09 AM RE: X-men: Hunter for mutants
Post: #17
(03-12-2013 12:07 AM)DarkBloodbane Wrote:  This is strange cause that script tag doesn't need anything in scripts folder.

Can you send me small demo for me to try?

All right! you see "anim grabup" and "anim freespecial2 to anim follow3"

http://www.mediafire.com/?ef0jy6m5cbawj3n

Kdumal, proud to be a member of Atlas Productions - Cavern Of Creativity since May 2012.


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DarkBloodbane
Indonesia

Posts: 548
Joined: Dec 2012
Likes Received: 30 in 27 posts
MotivatorCoder
Most Recent Status: It's Ramadhan and I'm fasting. It feels great! :D

03-27-2013 01:26 AM RE: X-men: Hunter for mutants
Post: #18
Sorry it took so long to try the demo, just got it yesterday and understood the problem.
It turns out, you actually want current animation to end when enemy dies WHEN it is playing instead of when it starts.
If that's the case the solution is to remove frame check so your script will be like this:
Quote:@script
void self = getlocalvar("self");
void target = getentityproperty(self, "opponent");
int THealth = getentityproperty(target, "health");

if(THealth<=0){
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW4"));
}
@end_script

I've tested this and it works.

"The more often enemy attacks, the more open they are to counterattacks"

OpenBoR Manual:

http://dcemulation.org/index.php5?title=OpenBORManual


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Ermax619
Micronesia

Posts: 1,325
Joined: Apr 2012
Likes Received: 84 in 77 posts
SpriterCoderMotivator
Most Recent Status: I think I'm already having a week break since a few days ago. I will get back to modding Unelmia if I have time. Later, I will work on my own projects.

03-27-2013 01:37 AM RE: X-men: Hunter for mutants
Post: #19
Hmm... I don't know if the download of his demo is available for try, DarkBloodbane. I know it's a mod to try for Kdumal. I think I'm gonna check it out.

Verily known as maxman in Chrono Crash. Member of OpenBOR community since 2008.

Projects in Development:
-Dragon Duo (on-hold)
-Captain Commando (on-hold)
-Unelmia (on-hold)

Miscellaneous projects:
-OpenBoR tutorials (to be resumed at any moment)


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Kdumal
Brazil

Posts: 211
Joined: May 2012
Likes Received: 13 in 13 posts



03-27-2013 05:04 PM RE: X-men: Hunter for mutants
Post: #20
kkkkkkkkkkkkkkk fell free Ermax619 but don't is demo and the start project

Bloodbane I understand you and I too many works kkkkkkkkkkkkk I'll try this

(03-27-2013 01:26 AM)DarkBloodbane Wrote:  Sorry it took so long to try the demo, just got it yesterday and understood the problem.
It turns out, you actually want current animation to end when enemy dies WHEN it is playing instead of when it starts.
If that's the case the solution is to remove frame check so your script will be like this:
Quote:@script
void self = getlocalvar("self");
void target = getentityproperty(self, "opponent");
int THealth = getentityproperty(target, "health");

if(THealth<=0){
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW4"));
}
@end_script

I've tested this and it works.

thank you this work it!

is missing the victory pose don't work it

Kdumal, proud to be a member of Atlas Productions - Cavern Of Creativity since May 2012.


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