Post by BeasTie on Dec 16, 2012 22:05:54 GMT -5
Launchers by Bloodbane
I had been hard coding this trick when there was a simpler way all along.
Intro:This rather simple trick allows you to create moves that launch opponents in the air for juggles.
Procedure:
Using the jumpframe command within a pain animation allows you to pop entities up in the air. The beauty of using jumpframe versus hard coding movea commands is that the engine does the work for you and it animates alot smoother. Based upon your game settings it allows you to set up a solid juggle system.
jumpframe {frame} {height}
~If this command is present, the entity will perform a jump once frame {frame} is reached.
~Only one jumpframe command counts- you can't jump more than once in an animation by putting more in, even if the entity lands before the next jump starts.
~The style of jump depends on the characer performing the jump and the {height} value:
Height is 0: Player: The jump is very low, but the character moves forward.
Enemy: The jump is high and vertical.
Height > 0: Player: The jump is {height} high, and vertical.
Enemy: The jump is {height} high, and moves forward.
A crucial step I forgot to add to this trick is that you need a bbox in the opponent's fall animation to allow you to hit them multiple times when airborne. Also, you need to add bbox 0 to the final falling frame so that you can't continue to combo the enemy after they hit the ground (unless you want OTG combos...).
by Zamuel
You should also note that you don't need jumpframe anymore for juggles. Try the dropv command (see Feature Archive). Dropv is a command you place in the attack that will adjust the hit character's X, Y, and Z flight path on a knockdown.
DC
I had been hard coding this trick when there was a simpler way all along.
Intro:This rather simple trick allows you to create moves that launch opponents in the air for juggles.
Procedure:
Using the jumpframe command within a pain animation allows you to pop entities up in the air. The beauty of using jumpframe versus hard coding movea commands is that the engine does the work for you and it animates alot smoother. Based upon your game settings it allows you to set up a solid juggle system.
jumpframe {frame} {height}
~If this command is present, the entity will perform a jump once frame {frame} is reached.
~Only one jumpframe command counts- you can't jump more than once in an animation by putting more in, even if the entity lands before the next jump starts.
~The style of jump depends on the characer performing the jump and the {height} value:
Height is 0: Player: The jump is very low, but the character moves forward.
Enemy: The jump is high and vertical.
Height > 0: Player: The jump is {height} high, and vertical.
Enemy: The jump is {height} high, and moves forward.
A crucial step I forgot to add to this trick is that you need a bbox in the opponent's fall animation to allow you to hit them multiple times when airborne. Also, you need to add bbox 0 to the final falling frame so that you can't continue to combo the enemy after they hit the ground (unless you want OTG combos...).
by Zamuel
You should also note that you don't need jumpframe anymore for juggles. Try the dropv command (see Feature Archive). Dropv is a command you place in the attack that will adjust the hit character's X, Y, and Z flight path on a knockdown.
The obvious advantages are that its a lot easier to use, and the height of the "juggle" is determined by the attack; meaning you can reuse the same fall animation for juggles of all calibers. One attack might lift the vitcum a little, another might send him to Mars. Also look up and try damageonlanding (it does more then what the name implies) for even more fun. For that matter, I would advise everyone to look over the feature archive carefully. You will find that many of the tricks and complex workarounds in this thread are now fully obsolete as their effects can be done with ease using the new features.
DC