ChrisFalconSTB
Active member
The title is self-explanatory.
I've set up a command that releases an anti-aerial attack. Said attack releases a projectile, which is properly called in models.txt and it has all of its frames declared correctly as well.
Yet still, when the character performs the animation, only the character animation will play, but the projectile declared won't.
This is the code of the animation I'm using for the attack:
The projectile that doesn't appear:
And here's something I found on my scriptlog:
The script I'm using is from Bloodbane's Crime Buster mod and I'm using the 6175 build.
I've set up a command that releases an anti-aerial attack. Said attack releases a projectile, which is properly called in models.txt and it has all of its frames declared correctly as well.
Yet still, when the character performs the animation, only the character animation will play, but the projectile declared won't.
This is the code of the animation I'm using for the attack:
Code:
anim freespecial3
loop 0
offset 240 204
mpcost 6 1 0
delay 4
jugglecost 2
frame data/chars/ryu/satk2_0.png
frame data/chars/ryu/satk2_1.png
frame data/chars/ryu/satk2_2.png
frame data/chars/ryu/satk2_3.png
@cmd shooter "flame" 0 0 0
@cmd shooter "flame" 0 0 0
@cmd shooter "flame" 0 0 0
@cmd shooter "flame" 0 0 0
frame data/chars/ryu/satk2_4.png
frame data/chars/ryu/satk2_5.png
delay 12
frame data/chars/ryu/satk2_6.png
frame data/chars/ryu/satk2_7.png
The projectile that doesn't appear:
Code:
name flame
health 1
nolife 1
type npc
hostile enemy npc obstacle
candamage enemy npc obstacle
speed 0
nomove 1 0
noquake 1
falldie 1
subtype flydie
shadow 0
remove 0
flash flash
lifespan 2
subject_to_wall 0
palette data/chars/misc/flame/flame0.png
anim death
offset 240 204
bbox 0 0 0 0
delay 5
move 1000
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
anim fall
loop 0
delay 2
offset 30 30
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
anim follow1
loop 0
offset 240 204
bbox 0 0 0 0
delay 5
move 1000
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
anim idle
delay 4
offset 0 200
followanim 1
followcond 1
jugglecost 2
fastattack 1
attack.damage.force 0
attack.effect.hit.flash.model hit2
attack.effect.hit.sound.path Data/SOUNDS/hit2.wav
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
frame data/chars/misc/flame/flame_0.png
frame data/chars/misc/flame/flame_1.png
attack.damage.force 15
attack.position.x -6
attack.position.y 18
attack.reaction.fall.force 1
attack.reaction.fall.velocity.x 0.5
attack.reaction.fall.velocity.y 4.0
attack.reaction.pause.time 1
attack.size.x 107
attack.size.y 206
attack.size.z.1 30
frame data/chars/misc/flame/flame_2.png
frame data/chars/misc/flame/flame_3.png
attack.damage.force 0
attack.position.x -3
attack.position.y -7
attack.size.x 107
attack.size.y 226
frame data/chars/misc/flame/flame_4.png
attack.damage.force 0
attack.position.x 0
attack.position.y 0
attack.size.x 0
attack.size.y 0
frame data/chars/misc/flame/flame_5.png
attack.damage.force 0
attack.position.x -2
attack.position.y -7
attack.size.x 102
attack.size.y 222
frame data/chars/misc/flame/flame_6.png
frame data/chars/misc/flame/flame_7.png
frame data/chars/misc/flame/flame_8.png
frame data/chars/misc/flame/flame_9.png
frame data/chars/misc/flame/flame_10.png
frame data/chars/misc/flame/flame_11.png
delay 5
move 1000
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
frame data/chars/misc/empty.png
#|edited by openBor Stats v 0.67
And here's something I found on my scriptlog:
Code:
#### animationscript function main #####
# data/chars/Ryu/Ryu.txt
########################################
void main()
{
int frame = getlocalvar("frame");
int animhandle = getlocalvar("animhandle");
if(animhandle==14)
{
if(frame==4)
{
shooter("flame", 0, 0, 0);
}
if(frame==4)
{
shooter("flame", 0, 0, 0);
}
if(frame==4)
{
shooter("flame", 0, 0, 0);
}
if(frame==4)
{
shooter("flame", 0, 0, 0);
}
return;
}
}
The script I'm using is from Bloodbane's Crime Buster mod and I'm using the 6175 build.