Ken
New member
I've searched the forum but the explanations seem unclear.
and
I've done what BeasTie wrote to allow the function to happen that is clear but even after reading the manual I'm still unsure how to declare it,
this is my players command
anim freespecial
loop 0
delay 7
offset 120 288
bbox 26 47 156 240
sound data/chars/ken/k1.wav
cancel 5 6 1 a2 freespecial5
frame data/chars/ken/k1.gif
frame data/chars/ken/k2.gif
frame data/chars/ken/k3.gif
attack 35 35 250 251 10
delay 12
offset 120 288
frame data/chars/ken/k4.gif
attack 0
delay 7
frame data/chars/ken/k3.gif
frame data/chars/ken/k2.gif
and when it connects to the enemy I want it to use enemy's death2
anim death2
loop 0
delay 200
offset 72 271
frame data/chars/ken/de1.gif
where do I declare what? I've tried declaring death2 in players freespecial and declaring freespecial in enemys death2 but no joy.
BeasTie said:You must also set falldie/death for this to work.
Code:falldie {value} or death {value} ~Determines how DEATH animation will be played when the character dies. 0 = fall, blink on ground then disappear without playing DEATH at all (default). 1 = No FALL animation, DEATH animation will be played right after final blow 2 = Fall first then play DEATH animation. ~MAKE SURE that the character have DEATH animation when using this!
If you want more than 10 death anims you will need to increase maxattacktypes in MODELS.TXT
Code:maxattacktypes {max} ~Sets the maximum number of attack types. ~PAIN,FALL, RISE, BLOCKPAIN and DEATH animations limit is also set together with this. ~{max} is number of available types. ~Default is 10 & maximum value is 99.
Code:DEATH11,DEATH12,... {player,enemies} ~These animations are only usable if you have increased attacktype limit. To increase the limit use 'maxattacktypes' (see details above in Models.txt section). ~After they are available, they work just like other DEATHs.
and
bWWd said:what do you mean? you assign deaths to attacks in whatever animations you want, use death22 in freespecial13 by incluiding attack22 in it if you want, animation name dont matter at all, we can have attacks in all animations.
I've done what BeasTie wrote to allow the function to happen that is clear but even after reading the manual I'm still unsure how to declare it,
this is my players command
anim freespecial
loop 0
delay 7
offset 120 288
bbox 26 47 156 240
sound data/chars/ken/k1.wav
cancel 5 6 1 a2 freespecial5
frame data/chars/ken/k1.gif
frame data/chars/ken/k2.gif
frame data/chars/ken/k3.gif
attack 35 35 250 251 10
delay 12
offset 120 288
frame data/chars/ken/k4.gif
attack 0
delay 7
frame data/chars/ken/k3.gif
frame data/chars/ken/k2.gif
and when it connects to the enemy I want it to use enemy's death2
anim death2
loop 0
delay 200
offset 72 271
frame data/chars/ken/de1.gif
where do I declare what? I've tried declaring death2 in players freespecial and declaring freespecial in enemys death2 but no joy.