dantedevil
Well-known member
I'm working in the animation of a new fatality.
In this death animation, the enemy (BD2) is cut in 2 parts in half.
So the torso fly in one direction and the legs remain in the same place nailed to the floor.
To make this create the death animation with the legs frames in the end.
From the torso have the anim follow 40.
Then before the first frames of the legs alone, here spwan the same enemy with te animation foolow40 (torso).
Here the animation:
After a few test not work.
So try to spawn another enemy from bd2 and change the bd2 to bd3 and work ok.
Seems the problem comes when try to spawn the same character from himself.
I want use this method to avoid crate a new entity for every enemy.
It's any way to do this?
And is possibble spawn with the same palette of the spawner?
In this death animation, the enemy (BD2) is cut in 2 parts in half.
So the torso fly in one direction and the legs remain in the same place nailed to the floor.
To make this create the death animation with the legs frames in the end.
From the torso have the anim follow 40.
Then before the first frames of the legs alone, here spwan the same enemy with te animation foolow40 (torso).
Here the animation:
Code:
anim death74
#KITANA
loop 0
@script
void vSelf = getlocalvar("self"); //Caller.
void vEntity; //Target entity placeholder.
int iEntity; //Entity enumeration holder.
int iType; //Entity type.
int iMax = openborvariant("ent_max"); //Entity count.
if(frame==1){ //Enumerate and loop through entity collection.
for(iEntity=0; iEntity<iMax; iEntity++){
vEntity = getentity(iEntity); //Get target entity from current loop.
iType = getentityproperty(vEntity, "type"); //Get target type.
//Enemy type?
if (vEntity != vSelf) //Not Self?
if (iType == openborconstant("TYPE_ENEMY")){
void iTime = openborvariant("elapsed_time") + getentityproperty(vEntity, "freezetime");
changeentityproperty(vEntity, "frozen", 1);
changeentityproperty(vEntity, "freezetime", iTime + 5.7*200);
} } }
@end_script
nodieblink 3
delay 7
sound data/sounds/finhim.wav
offset 82 165
frame data/chars/bd2/r03.png
offset 82 170
frame data/chars/bd2/r04.png
offset 82 177
frame data/chars/bd2/r05.png
delay 50
offset 84 175
frame data/chars/bd2/spain.png
delay 1
sound data/sounds/cuth.wav
@cmd spawnAni "bloody3" 16 0 1 "ANI_FOLLOW2" 0 0 0
frame data/chars/bd2/f2kit01.png
delay 10
sound data/sounds/m5pain2.wav
frame data/chars/bd2/f2kit01.png
delay 69
frame data/chars/bd2/f2kit01.png
delay 1
sound data/sounds/cuth.wav
@cmd spawnAni "bloody3" -17 0 1 "ANI_FOLLOW2" 0 0 0
frame data/chars/bd2/f2kit02.png
delay 5
frame data/chars/bd2/f2kit02.png
delay 6
frame data/chars/bd2/f2kit03.png
sound data/sounds/m5pain2.wav
frame data/chars/bd2/f2kit02.png
delay 70
frame data/chars/bd2/f2kit03.png
delay 6
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
sound data/sounds/mandie1.wav
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
frame data/chars/bd2/f2kit02.png
frame data/chars/bd2/f2kit03.png
load bd2
delay 1
@cmd spawnAni "bd2" 0 0 1 "ANI_FOLLOW40" 0 0 0
frame data/chars/bd2/f2kit201.png
delay 200
frame data/chars/bd2/f2kit201.png
frame data/chars/bd2/f2kit201.png
anim follow40
loop 0
offset 84 175
delay 20
landframe 4
@cmd leaper -1 3 0
sound data/sounds/m5fall.wav
frame data/chars/bd2/f2kit101.png
offset 82 177
frame data/chars/bd2/f2kit102.png
delay 10
frame data/chars/bd2/f2kit103.png
delay 999
frame data/chars/bd2/f2kit103.png
delay 1
sound data/sounds/fall1.wav
frame data/chars/bd2/f2kit104.png
frame data/chars/bd2/f2kit104.png
After a few test not work.
So try to spawn another enemy from bd2 and change the bd2 to bd3 and work ok.
Seems the problem comes when try to spawn the same character from himself.
I want use this method to avoid crate a new entity for every enemy.
It's any way to do this?
And is possibble spawn with the same palette of the spawner?