NED
Well-known member
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Big post : May I split it in different parts/subjects?
Sorry if I did it wrong (??)
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Is there a way to make a spawn a particular effect displayed only on low level life
I used to display it only in faint anim, But I would like to have it possible in
walk
run
idle
and a custom "dizzy" anim.
liedown
This is why I need to have it possible based on "life level" and not only in faint anim.
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I don't know why but when my player rises normally (without using riseattack)
She seems to be invincible to any attack.
Fall anim:
2nd fall anim:
automatic rise (rise)
rise faster (named riseattack)
real rise attack (a freespecial)
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My enemy character "Mex" have a taunt that is triggered in a particular range.
But IMO, It's a little too "scripted", I mean it happen really few times.
But When he's on the right range, he seems to over-do it. (repeat several times)
How can I use random code to make him doing it really randomly
Where the code have to be ? In idle and walk anims?
----------------------------------------------------------------------------------------
I'm coding a super move:
at the start it spawn a darker screen effect that pauses the action.
THis seems to work well, but sometimes, the effect isn't spawned at all.
Is there a limitation or something?
This is the start of super move with the spawn place.
This is the spawned effect file.
Big post : May I split it in different parts/subjects?
Sorry if I did it wrong (??)
---------------------------------
Is there a way to make a spawn a particular effect displayed only on low level life
Code:
@cmd spawn01 "bdrop" 0 112 3#--name x y z--
I used to display it only in faint anim, But I would like to have it possible in
walk
run
idle
and a custom "dizzy" anim.
liedown
This is why I need to have it possible based on "life level" and not only in faint anim.
----------------------------------------------------------------------
I don't know why but when my player rises normally (without using riseattack)
She seems to be invincible to any attack.
Fall anim:
Code:
anim fall
quakeframe 1 1 -11
loop 0
landframe 2 dus
forcedirection 1
delay 15
offset 96 177
bbox 67 82 62 90
attack 67 82 62 90 5 1 0 1 15 0
sound data/chars/rachel/rdam3.wav
frame data/chars/rachel/fall1.gif
bbox 58 100 81 54
attack 58 100 81 54 5 1 0 1 15 0
delay 300
frame data/chars/rachel/fall2.gif
delay 55
bbox 43 148 113 43
frame data/chars/rachel/fall4.gif
delay 40
bbox 43 148 113 43
frame data/chars/rachel/fall4.gif
2nd fall anim:
Code:
anim fall2
quakeframe 1 1 -11
loop 0
landframe 2 dus
forcedirection 1
delay 15
offset 96 177
bbox 67 82 62 90
attack 67 82 62 90 5 1 0 1 15 0
sound data/chars/rachel/rdam3.wav
frame data/chars/rachel/fall1.gif
bbox 58 100 81 54
attack 58 100 81 54 5 1 0 1 15 0
delay 300
frame data/chars/rachel/fall2.gif
delay 55
bbox 43 148 113 43
frame data/chars/rachel/fall4.gif
delay 40
bbox 43 148 113 43
frame data/chars/rachel/fall4.gif
automatic rise (rise)
Code:
anim rise
# subentity dus#t
# summonframe 4 0
cancel 1 2 0 S freespecial34# forward reverse roll
cancel 1 2 0 F freespecial34# forward reverse roll
cancel 1 2 0 A freespecial38# LA VRAIE RISE ATTACK
loop 0
offset 96 177
bbox 0 0 0 0
delay 10
frame data/chars/rachel/fall4.gif#for reverse system
delay 2
frame data/chars/rachel/fall4.gif#for reverse system
delay 11#9
frame data/chars/rachel/rise1.gif
frame data/chars/rachel/rise2.gif
frame data/chars/rachel/j01.gif
rise faster (named riseattack)
Code:
anim riseattack
cancel 1 2 0 S freespecial34# forward reverse roll
cancel 1 2 0 F freespecial34# forward reverse roll
cancel 1 2 0 A freespecial38# LA VRAIE RISE ATTACK
loop 0
offset 96 177
bbox 0 0 0 0
delay 10
frame data/chars/rachel/fall4.gif#for reverse system
delay 2
frame data/chars/rachel/fall4.gif#for reverse system
delay 11#9
frame data/chars/rachel/rise1.gif
frame data/chars/rachel/rise2.gif
frame data/chars/rachel/j01.gif
real rise attack (a freespecial)
Code:
anim freespecial38
damageonlanding 0 1#l'enemi peut faire des indirect damage
subentity dus#t
summonframe 8 0
loop 0
offset 96 177
bbox 0 0 0 0
delay 8#11#9
frame data/chars/rachel/riseat1.gif
hitfx data/sounds/knee.wav
attack 92 85 79 65 5 1 0 0 14 0
dropv 5 3
frame data/chars/rachel/riseat2.gif
attack 0 0 0 0 0 0
sound data/chars/rachel/kiai2.wav
frame data/chars/rachel/riseat3.gif
frame data/chars/rachel/riseat4.gif
hitfx data/sounds/beat2.wav
attack 92 85 79 65 7 1 0 0 14 0
frame data/chars/rachel/riseat5.gif
attack 0 0 0 0 0 0
frame data/chars/rachel/riseat6.gif
frame data/chars/rachel/riseat7.gif
sound data/sounds/land.wav
frame data/chars/rachel/j01.gif
------------------------------------------------------------------------------------------
My enemy character "Mex" have a taunt that is triggered in a particular range.
But IMO, It's a little too "scripted", I mean it happen really few times.
But When he's on the right range, he seems to over-do it. (repeat several times)
How can I use random code to make him doing it really randomly
Where the code have to be ? In idle and walk anims?
----------------------------------------------------------------------------------------
I'm coding a super move:
at the start it spawn a darker screen effect that pauses the action.
THis seems to work well, but sometimes, the effect isn't spawned at all.
Is there a limitation or something?
This is the start of super move with the spawn place.
Code:
#SUPER 2
anim freespecial46
#energycost 300 1#100 1
followcond 2
followanim 6#2#8
delay 8
loop 0
jugglecost 1
offset 96 177
jumpframe 3 1.4 4.3#3 3.9 4.3#3 4 4.1#3 4.2 4.1#3 4.3 4.5#3 3.9 4.3#3 4.5 4#2 3 1.6# frame Y X...
landframe 12 dus#11 dus#10 dus
attackone 1
hitfx data/sounds/empty.wav
frame data/chars/rachel/supB00.gif
delay 1#11#14#15
frame data/chars/rachel/supB01.gif
...
...
...
This is the spawned effect file.
Code:
name pause
type text
subtype noskip
shadow 0
setlayer -1
anim idle
loop 0
delay 40
offset 532 308
bbox 0 0 0 0
sound data/sounds/energy.wav
drawmethod alpha 2
frame data/sprites/grey1
@cmd killentity getlocalvar("self")
frame data/sprites/empty.gif