FIXED - spawnframe and summonframe don't work for flash entity.

NED

Well-known member
spawnframe and summonframe don't work for flash entity.

I explain:

I have a slam (freespecial), for this slam I want to display the regular spark (for a fake hit)
Nothing is displayed.

This is the part of the code:
Code:
anim	freespecial42#back breaker (Hard attack FWD)
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	jugglecost	2#3
	attackone	1#0
	loop	0
	offset	96 177
	bbox	0 0 0 0

	subentity	Flash
	spawnframe	9 8 3 41 0#{frame} {x} {z} {a} {relative}

	delay	5#9

	hitfx	data/sounds/empty.wav
	hitflash      noflash
	grabin 1 40
	attack31   99 79 61 41 0 0 1 1 0 0#grab hit (TRICHER!!)
	nokill 1
	frame	data/chars/rachel/bbreak1.gif
....

When I try to replace it with another entity, life a blood drop effect, it works!
WHY??? I just don't understand what's wrong.

As an information, this is Flash entity.
Code:
# Hit flash

name	Flash
type	none
shadow	0

anim idle
	loop	0
	delay	2#1#2#1#2
	offset	532 308
drawmethod alpha 1#2#3
#alpha 1# transpa effects
	frame	data/sprites/red1.gif
	delay	5#6#5#4
	offset	36 51
drawmethod alpha 0
#alpha 0# transpa effects
	frame	data/sprites/flash00.gif
	delay	6#5#4
	frame	data/sprites/flash01.gif
	delay	4#####2
	frame	data/sprites/flash02.gif
	frame	data/sprites/flash03.gif
	frame	data/sprites/flash04.gif
	delay	4#*#6#5#4#####1
	frame	data/sprites/flash05.gif
	frame	data/sprites/flash06.gif
	delay	5#*#6#7
	frame	data/sprites/flash07.gif
	frame	data/sprites/flash08.gif

This is blood entity.
Code:
# Hit flash

name	Bdrop
type	none
shadow	0
toflip 1
subject_to_gravity 1##
no_adjust_base 0

anim idle
	jumpframe	1 -0.7 0#1 2.5 1#1 3 2
	landframe	2
	loop	0

	delay	7#5
	offset	8 16
	frame	data/sprites/bdrop01.gif

	delay	999
	frame	data/sprites/bdrop01.gif
#touche le sol
	delay	7
	frame	data/sprites/bdrop02.gif
	delay	7
	frame	data/sprites/bdrop03.gif
	delay	10
	frame	data/sprites/bdrop04.gif
	frame	data/sprites/bdrop05.gif
	frame	data/sprites/empty.gif

Thanks.
 
Understood. Thanks.
I'll clone it for fake hits like that. :)

Also, is there a way to have multiple spawnframe/summonframe?

I mean something like a spark for frame 9 12 15.
 
You can use this animation script for spawning

eg. @cmd spawn01 "Name" 0 0 0

Code:
void spawn01(void vName, float fX, float fY, float fZ)
{
	//spawn01 (Generic spawner)
	//Damon Vaughn Caskey
	//07/06/2007
	//
	//Spawns entity next to caller.
	//
	//vName: Model name of entity to be spawned in.
	//fX: X location adjustment.
	//fZ: Y location adjustment.
      //fY: Z location adjustment.

	void self = getlocalvar("self"); //Get calling entity.
	void vSpawn; //Spawn object.
	int  iDirection = getentityproperty(self, "direction");

	clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

	if (iDirection == 0){ //Is entity facing left?                  
          fX = -fX; //Reverse X direction to match facing.
	}

      fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
      fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
      fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
	
	vSpawn = spawn(); //Spawn in entity.

	changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
	changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
    
	return vSpawn; //Return spawn.
}
 
OK! this is exactly what I need! thanks to both.
Do I have to put it in any of my existing scripts files? or create a new one for it?
 
Yeah if you already have animationscript in use,  add it to that script, or simply add it to it's own script file and #include it in your main script.

eg
#include "data/scripts/spawn01.c"

 
Thanks I get it.
I'll add it to my slam script file.
Since it's an anmination script.

I'll try to see what happen.

EDIT: it worked perfectly.
THANKS!! :D
 
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