Post by BeasTie on Dec 16, 2012 22:14:35 GMT -5
Block and Counter by BonusJZ
Here are my little research about counters.
Intro:
First one must be state that anim follow is not independent animation
and is only as replacement of frames in orginal anim .
Some animation (as idle , walk, pain) cannot make any attack and
all attack bboxes are in this animation ignored by engine.
So if you try put counter that supose hit enemy in (egz) block you finish
with character perform his counter but not hit enemy as block cannot
make attack (you block ,couter was trigered and anim follow was playing)
Procedure:
Now a little example:
1. I try to set counter in anim block for fighter in my D&D:
a) counterframe 0 3 0
followanim 1
nothing - character was only blocking
b) counterframe 0 1 0
followanim 1
character only perform counter when is attack by enemy with blast but his counter (uppercut) was not hurt target
c) counterframe 0 1 0
followanim 1
(anim follow make charakter roll back/duck/jumpback desapear) and that is one of solutions
2. I realy want to have counter in block that hits enemys:
a) counterframe 0 1 0
followanim 1
in anim follow you must make charakter to shot/throw something (shoot/knife is defrent entity and his anim idle is meam to hurt enemys)
b) do everything as in 2a but shot/knife make from empty.gif and now you can have character performing uppercut/hard blow and so on (shoot be hitting enemy but be looks like as character)
3.If you set counter in any anim that by default hurt enemys/players
as attack1/2/3 special1/2 (and so on) anim follow be hitting enemys without problems as long as condition are meat
counterframe: The first argument is the number of the frame in which the counterattack is available. The user must be hit in this frame in order to counter.
second argument: The conditions under which the counter will be used:
1: The counter will always be used.
2: The counter will be used as long as the attacker was an enemy (Or a player if an enemy uses it).
3: The counter will be used as long as the attacker was an enemy, the attack was not unblockable, hits the user from the front, and was not a FREEZE attack.
thrid argument: This is a flag which controls damage.
0: The entity which performs the counterattack will not take any damage from the attack.
1: The entity which performs the counterattack will take damage, even if the counterattack is successful.
followanim 1 this is the follow animation to use if the counter conditions are met. This one goes to FOLLOW1.
Enjoy.
by BonusJZ
Here are my little research about counters.
Intro:
First one must be state that anim follow is not independent animation
and is only as replacement of frames in orginal anim .
Some animation (as idle , walk, pain) cannot make any attack and
all attack bboxes are in this animation ignored by engine.
So if you try put counter that supose hit enemy in (egz) block you finish
with character perform his counter but not hit enemy as block cannot
make attack (you block ,couter was trigered and anim follow was playing)
Procedure:
Now a little example:
1. I try to set counter in anim block for fighter in my D&D:
a) counterframe 0 3 0
followanim 1
nothing - character was only blocking
b) counterframe 0 1 0
followanim 1
character only perform counter when is attack by enemy with blast but his counter (uppercut) was not hurt target
c) counterframe 0 1 0
followanim 1
(anim follow make charakter roll back/duck/jumpback desapear) and that is one of solutions
2. I realy want to have counter in block that hits enemys:
a) counterframe 0 1 0
followanim 1
in anim follow you must make charakter to shot/throw something (shoot/knife is defrent entity and his anim idle is meam to hurt enemys)
b) do everything as in 2a but shot/knife make from empty.gif and now you can have character performing uppercut/hard blow and so on (shoot be hitting enemy but be looks like as character)
3.If you set counter in any anim that by default hurt enemys/players
as attack1/2/3 special1/2 (and so on) anim follow be hitting enemys without problems as long as condition are meat
counterframe: The first argument is the number of the frame in which the counterattack is available. The user must be hit in this frame in order to counter.
second argument: The conditions under which the counter will be used:
1: The counter will always be used.
2: The counter will be used as long as the attacker was an enemy (Or a player if an enemy uses it).
3: The counter will be used as long as the attacker was an enemy, the attack was not unblockable, hits the user from the front, and was not a FREEZE attack.
thrid argument: This is a flag which controls damage.
0: The entity which performs the counterattack will not take any damage from the attack.
1: The entity which performs the counterattack will take damage, even if the counterattack is successful.
followanim 1 this is the follow animation to use if the counter conditions are met. This one goes to FOLLOW1.
Enjoy.
by BonusJZ