Yeah I had that problem with Jeff, but I fixed, thanks!O Ilusionista said:Some feedback:
- some enemies just blinks when die, without falling on the ground, after the upper?
actually I like this way, but I'll think about it- When you kill the enemy with the knee strikes, it flies too high on the sky.
blockflash {name}
~{name} is the name of an entity declared in MODELS.txt.
~If during this animation entity blocks an attack, this blockflash will be played instead of the normal hitflash for this entity. Normally used in BLOCK animation but it works in any animation if entity is in blocking status (set by script)
wow thanks!! the solution was very simple. I overlooked that command, and I have read the manual so many times already! :-[BeasTie said:you can just delcare an empty flash as the block flash.
glad you liked it!maxman said:Great video, my man!Sorry for not commentin'.
anim block
loop 0
blockflash flashbl
delay 35
offset 43 75
bbox 38 43 18 24
frame data/chars/kunio/63.gif
name flashbl
type none
shadow 0
alpha 1
anim idle
loop 0
delay 100
offset 1 1
frame data/chars/misc/empty.gif
Animation Header
blockflash {name}
~{name} is the name of an entity declared in MODELS.txt.
~If during this animation entity blocks an attack, this blockflash will be played instead of the normal hitflash for this entity. Normally used in BLOCK animation but it works in any animation if entity is in blocking status (set by script).
its also in the manualmaxman said:magggas, how do you know there's a bflash? I never knew anything about bflash though.
since is fairly outdated and not working... should I inform the codders or remove that command from the Manual?Bloodbane said:I used blockflash before and it works so if it doesn't work now, probably it's a bug
Thanks!!! I just don't want to see any of this stuff on akelma ;DTusubasa said:This project is very big business.
Congratulations, man.