Notation: The second bunny (your target) has currently been unavailable from recent Alphas. If you want to try any of my attacks out, please use Alpha 67.
Regular Kick: Left Click!
Spartan Kick: Right Click!
Regular Kick: Left Click!
Uppercut: Control + Left Click!
Push: Left Click!
Regular Kick: Right Click!
I also put all of the attacks in one single file, if you'd like them all.
Notice that the controls are different.
Push - Mouse 1
Kick - Mouse 2
Uppercut - Ctrl + Mouse 1
Spartan Kick - Ctrl + Mouse 2
And so you know!
Animations is not really my "area-of-expertise", I just create functions.
It's really simple to set it up, just follow these steps:
1. Extract the .zip file anywhere.
2. Locate your Overgrowth Server (Should be Alpha 67 or after)
3. Place the "spartankick.anm" inside the "Data" -> "Animations" folder.
4. Place "aschar.as" and "ascharother.as" inside the "Data" -> "Scripts" folder.
You might want to place copies of the two original files somewhere else so that you could easily restore it IF something goes wrong.
5. Launch Overgrowth.
6. Kick the shit out of that Rabbit Guard!
Here's some clips for you poor people who can't get it to work:
Spartan Kick!
Uppercut!
Push!
Have fun with it!
Freshbite, out.
Tutorial: How to make your own special attack!
First things first, open up "aschar.as".
You can download the one from my Spartan Kick!.zip and just edit that one if you don't want to mess with your original files.
Code: Select all
bool spartanKick = false;
bool regularKick = false;
"Bool" variables are used as testers and can only be true or false . We will later set them to true when the button has been pressed.
Leave regularKick be, but you could change spartanKick to be any name you want for your attack.
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if(GetInputDown("grab") && distance_squared(this.position,target.position) < 1.2){
spartanKick = true;
attacking = true;
attacking_time = 0.0;
this.StartAnimation("Data/Animations/spartankick.anm");
this.SetAnimationCallback("void EndAttack()");
}
See THIS wiki-page, recently added by John, for a complete list of key- and mouse-inputs.
We also have " distance_squared(this.position,target.position) < 1.2 " which checks the distance to the target and will only allow us to proceed with the code if the distance is smaller ( < ) than 1.2OM (Overgrowth Meters), you can change this to say... 30OM, if you'd like a ranged-attack that should be possible to trigger from far away.
Notice that we set "spartanKick" to true, so that later we can check if this is the animation we want to use, and not the default one. If you change the name of spartanKick up top, you need to do this here aswell.
"Data/Animations/spartankick.anm" is the "location/location/animation.file" we want to use for our attack. See Silverfish's Custom Animation Tutorial if you'd like to create your own animation. (That's the one I used)
Code: Select all
if(spartanKick){
if(attacking_time > 1.3 && old_attacking_time <= 1.3){
target.ApplyForce(direction*80);
TimedSlowMotion(0.1,3);
spartanKick = false;
}
}
" if(spartanKick) " checks if the bool spartanKick is set to true. If we have pressed the corresponding button, it should be.
If so, it executes the next lines of code.
You might need to change spartanKick to whatever you named your own attack.
attacking_time & old_attacking_time both follow by the number 1.3.
1.3 is the time in seconds after the start of the animation.
You want this to be the point in the animation where the foot / hand / head hits the enemy.
This might be tricky to get timed correctly, especially if you have longer animations.
" target.ApplyForce(direction*80); "
This is the amount of force being put into the attack.
Notice that a force equal to 10 is more than enough to make the rabbit fly trough the air.
A regular kick (made by a person upon another person) would have an amount of force around 5-6. Have the force go over the thousand, and you might not ever see your enemy again.
" TimedSlowMotion(0.1, 3); "
Now this is something really cool the Developers just added, the ability to create slow-motion.
What you see here is two numbers, 0.1 and 3.
0.1 declares the motion speed of the effect, on a 0-1 percentage scale.
1 = 100% speed, Normal.
0.1 = 10% speed, Slow.
0.01 = 1% speed, Very Slow.
3 declares how long the effect will last, in seconds.
1 = 1 second, Normal.
10 = 10 seconds, Long.
0.1 = 1/10 of a second, Short.
Last, but not at all less important comes " spartanKick = false; "
If we do not do this step, whenever we press another attack-button that will launch us into this section of the code, it will launch both that attack AND the spartan kick.
Since " if(spartanKick) " is in fact true, it will run this animation aswell.
So don't forget to have that in there. And don't forget to rename spartanKick to whatever you named your attack.
Please see the aschar.as for the PLACEMENTS of the code I have showed you here.
An even easier way would be to just EDIT the code I have already put into that file.
However, now you know what it is that you're actually changing :)
And for all that is holy's sake! You CAN edit the file's while the Overgrowth client is running!
Just make sure you compile them without errors, or you might need to restart the Overgrowth Client.
Anyways, that's it. Have a good one.
*EDIT* 27th of February - 03:15 -: Added "Uppercut!" available for download! :-
*EDIT* 27th of February - 03:42 -: Added a embedded Youtube clip for Uppercut! :-
*EDIT* 27th of February - 15:01 -: Added the "Attack Pack!" with a collection of all my attacks! :-
*EDIT* 1st of March - 17:50 -: Added "Push!" as a seperate download option! :-
*EDIT* 1st of March - 17:52 -: Added an embedded Youtube clip for "Push!" :-
*EDIT* 1st of March - 17:54 -: Fixed an error where I had turn the "jump pull" to negative, reuploaded all files! :-