void spawnBindPlayer(void Ent, float dx, float dy, float dz, int Dir, int Flag)
{// Spawnbinds an entity then apply aggression based on player index
void self = getlocalvar("self");
int Index = getentityproperty(self,"playerindex") + 1; //Get player index + 1
void Spawn = spawn01(Ent, dx, dy, dz);
changeentityproperty(Spawn, "aggression", Index);
bindentity(Spawn, self, dx, dz, dy, Dir, Flag);
}
anim spawn
delay 2
offset 30 60
frame data/chars/hero/idle1.png
@cmd spawnBindPlayer "PArrow" 0 60 0 2 0
frame data/chars/hero/idle1.png
name Parrow
type none
alpha 6
aggression 1
setlayer 200
subject_to_wall 0
subject_to_gravity 0
subject_to_obstacle 0
palette none
anim follow1
loop 1
delay 5
offset 15 26
frame data/chars/effects/par1.png
frame data/chars/effects/par1.png
frame data/chars/effects/par1.png
anim follow2
loop 1
delay 5
offset 15 26
frame data/chars/effects/par2.png
frame data/chars/effects/par2.png
frame data/chars/effects/par2.png
anim follow3
loop 1
delay 5
offset 15 26
frame data/chars/effects/par3.png
frame data/chars/effects/par3.png
frame data/chars/effects/par3.png
anim follow4
loop 1
delay 5
offset 15 26
frame data/chars/effects/par4.png
frame data/chars/effects/par4.png
frame data/chars/effects/par4.png
anim idle
@script
if(frame == 2){
void self = getlocalvar("self");
int Aggro = getentityproperty(self,"aggression");
int CodAt;
if(Aggro == 4){
CodAt = openborconstant("ANI_FOLLOW4");
} else if(Aggro == 3){
CodAt = openborconstant("ANI_FOLLOW3");
} else if(Aggro == 2){
CodAt = openborconstant("ANI_FOLLOW2");
} else {
CodAt = openborconstant("ANI_FOLLOW1");
}
performattack(self, CodAt);
}
@end_script
delay 5
offset 15 26
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
Umm... since you're using inline script/code, there's no way you can use variables in single inline scripts. Just use getlocalvar("self") to kill itself.getlocalvar("Parrow")
anim idle
offset ..
delay ..
frame ..
frame ..
@cmd killentity getlocalvar("self")
frame ..
anim freespecial16 #Shoryuken HP
offset 336 292
delay 8
loop 1 9 11
landframe 11
#jumpframe 4 4 1 0
@cmd spawnBind "fsrk1" 0 2 2 0 0 #spawnBind {name} {x} {y} {z} {dir} {flag}
bbox 318 233 48 61
sound data/chars/ken/kshoryu.wav
hitflash specflash
frame data/chars/ken/cvs2_ken_427.png #8
bbox 328 214 46 77
frame data/chars/ken/cvs2_ken_428.png #16
@cmd spawnBind "shoryukenh" 0 1 1 0 0
bbox 332 191 38 100
attack23 351 205 31 38 11 1 0 0 0 0
frame data/chars/ken/cvs2_ken_429.png #24
delay 1
attack23 0
frame data/chars/ken/cvs2_ken_429.png #25
delay 8
@cmd leaper 1 4 0
@cmd spawnBind "fsrk2" 0 2 2 0 0 #spawnBind {name} {x} {y} {z} {dir} {flag}
attack23 345 144 31 78 11 18 0 0 0 0
bbox 332 173 31 111
frame data/chars/ken/cvs2_ken_430.png #33
attack23 0
bbox 329 173 35 111
frame data/chars/ken/cvs2_ken_431.png #41
bbox 327 173 35 111
frame data/chars/ken/cvs2_ken_432.png
frame data/chars/ken/cvs2_ken_433.png #49
bbox 323 176 37 111
frame data/chars/ken/cvs2_ken_434.png #57
frame data/chars/ken/cvs2_ken_435.png #65
frame data/chars/ken/cvs2_ken_436.png #73
bbox 323 192 37 103
frame data/chars/ken/cvs2_ken_437.png #81
name fsrk1
type none
hostile player enemy
candamage enemy player
health 1
speed 10
alpha 1
animationscript data/scripts/script.c
anim idle
offset 336 292
delay 5
frame data/chars/misc/kenf/cvs2_ken_0.png #5
frame data/chars/misc/kenf/cvs2_ken_1.png #10
frame data/chars/misc/kenf/cvs2_ken_2.png #15
frame data/chars/misc/kenf/cvs2_ken_3.png #20
frame data/chars/misc/kenf/cvs2_ken_4.png #25
frame data/chars/misc/kenf/cvs2_ken_5.png #30
frame data/chars/misc/kenf/cvs2_ken_6.png #35
frame data/chars/misc/kenf/cvs2_ken_7.png #40
frame data/chars/misc/kenf/cvs2_ken_8.png #45
frame data/chars/misc/kenf/cvs2_ken_9.png #50
frame data/chars/misc/kenf/cvs2_ken_10.png #55
frame data/chars/misc/kenf/cvs2_ken_11.png #60
frame data/chars/misc/kenf/cvs2_ken_12.png #65
frame data/chars/misc/kenf/cvs2_ken_13.png #70
frame data/chars/misc/kenf/cvs2_ken_14.png #75
frame data/chars/misc/kenf/cvs2_ken_15.png #80
@cmd suicide
frame data/chars/misc/kenf/cvs2_ken_15.png #85
name fsrk2
type none
hostile player enemy
candamage enemy player
health 1
speed 10
alpha 1
animationscript data/scripts/script.c
anim idle
offset 336 292
delay 1
frame data/chars/misc/kenf/cvs2_ken_16.png
frame data/chars/misc/kenf/cvs2_ken_17.png
frame data/chars/misc/kenf/cvs2_ken_18.png
frame data/chars/misc/kenf/cvs2_ken_19.png
frame data/chars/misc/kenf/cvs2_ken_20.png
frame data/chars/misc/kenf/cvs2_ken_21.png
frame data/chars/misc/kenf/cvs2_ken_22.png
frame data/chars/misc/kenf/cvs2_ken_23.png
frame data/chars/misc/kenf/cvs2_ken_24.png
frame data/chars/misc/kenf/cvs2_ken_25.png
frame data/chars/misc/kenf/cvs2_ken_26.png
frame data/chars/misc/kenf/cvs2_ken_27.png
frame data/chars/misc/kenf/cvs2_ken_28.png
frame data/chars/misc/kenf/cvs2_ken_29.png
frame data/chars/misc/kenf/cvs2_ken_30.png
frame data/chars/misc/kenf/cvs2_ken_31.png
frame data/chars/misc/kenf/cvs2_ken_32.png
frame data/chars/misc/kenf/cvs2_ken_33.png
frame data/chars/misc/kenf/cvs2_ken_34.png
frame data/chars/misc/kenf/cvs2_ken_35.png
frame data/chars/misc/kenf/cvs2_ken_36.png
frame data/chars/misc/kenf/cvs2_ken_37.png
frame data/chars/misc/kenf/cvs2_ken_38.png
@cmd suicide
frame data/chars/misc/kenf/cvs2_ken_38.png
name shoryukenh
type none
health 1
speed 10
animationscript data/scripts/script.c
anim idle
offset 336 292
delay 9
frame data/chars/ken/cvs2_ken_438.png
delay 8
frame data/chars/ken/cvs2_ken_439.png
frame data/chars/ken/cvs2_ken_440.png
@cmd suicide
frame data/chars/ken/cvs2_ken_440.png
void suicide(){
void self = getlocalvar("self");
killentity(self);
}
Can you fix this bug? Thank youuuuuuu!!!!
void spawnBindPlayer(void Ent, float dx, float dy, float dz, int Dir, int Flag, void Store)
{// Spawnbinds an entity then apply aggression based on player index
void self = getlocalvar("self");
int Index = getentityproperty(self,"playerindex") + 1; //Get player index + 1
void Spawn = spawn01(Ent, dx, dy, dz);
changeentityproperty(Spawn, "aggression", Index);
bindentity(Spawn, self, dx, dz, dy, Dir, Flag);
setentityvar(Spawn, Store, self);
}
anim spawn
delay 2
offset 30 60
frame data/chars/hero/idle1.png
@cmd spawnBindPlayer "PArrow" 0 60 0 2 0 "Par"
frame data/chars/hero/idle1.png
name Parrow
type none
alpha 6
aggression 1
setlayer 200
subject_to_wall 0
subject_to_gravity 0
subject_to_obstacle 0
palette none
anim follow1
@script
if(frame>=1){
void self = getlocalvar("self");
int P = getentityvar(self, "Par");
int PHP = getentityproperty(P,"health");
int y = getentityproperty(self,"y");
if(PHP<=0 || y < -20){
killentity(self); //Suicide!
}
}
@end_script
loop 1
delay 5
offset 15 26
frame data/chars/effects/par1.png
frame data/chars/effects/par1.png
frame data/chars/effects/par1.png
frame data/chars/effects/par1.png
frame data/chars/effects/par1.png
anim follow2
@script
if(frame>=1){
void self = getlocalvar("self");
int P = getentityvar(self, "Par");
int PHP = getentityproperty(P,"health");
int y = getentityproperty(self,"y");
if(PHP<=0 || y < -20){
killentity(self); //Suicide!
}
}
@end_script
loop 1
delay 5
offset 15 26
frame data/chars/effects/par2.png
frame data/chars/effects/par2.png
frame data/chars/effects/par2.png
frame data/chars/effects/par2.png
frame data/chars/effects/par2.png
anim follow3
@script
if(frame>=1){
void self = getlocalvar("self");
int P = getentityvar(self, "Par");
int PHP = getentityproperty(P,"health");
int y = getentityproperty(self,"y");
if(PHP<=0 || y < -20){
killentity(self); //Suicide!
}
}
@end_script
loop 1
delay 5
offset 15 26
frame data/chars/effects/par3.png
frame data/chars/effects/par3.png
frame data/chars/effects/par3.png
frame data/chars/effects/par3.png
frame data/chars/effects/par3.png
anim follow4
@script
if(frame>=1){
void self = getlocalvar("self");
int P = getentityvar(self, "Par");
int PHP = getentityproperty(P,"health");
int y = getentityproperty(self,"y");
if(PHP<=0 || y < -20){
killentity(self); //Suicide!
}
}
@end_script
loop 1
delay 5
offset 15 26
frame data/chars/effects/par4.png
frame data/chars/effects/par4.png
frame data/chars/effects/par4.png
frame data/chars/effects/par4.png
frame data/chars/effects/par4.png
anim idle
@script
if(frame == 2){
void self = getlocalvar("self");
int Aggro = getentityproperty(self,"aggression");
int CodAt;
if(Aggro == 4){
CodAt = openborconstant("ANI_FOLLOW4");
} else if(Aggro == 3){
CodAt = openborconstant("ANI_FOLLOW3");
} else if(Aggro == 2){
CodAt = openborconstant("ANI_FOLLOW2");
} else {
CodAt = openborconstant("ANI_FOLLOW1");
}
performattack(self, CodAt);
}
@end_script
delay 5
offset 15 26
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png