flying questions

is it possible to change the flying animation and movement speed? I want to be able to move around faster while in the air and change to a horizontal flying position
 
I belive in Os mod his iron man can fly and he can fly faster than that demo you are using.  I would pm him and ask him if he would let you use that code.
 
you mean for jumps?

jumpmove {fx} {fz}

~This allows Player to modify player's jump movement.
~{fx} determines effect in x axis:
0 = (default) No effect.
1 = Left/Right changes facing direction during jump.
2 = Left/Right changes jumping speed during jump (doesn't work with static jump).
3 = Combination of 1 and 2.
~{fz} determines effect in z axis:
0 = (default) No effect.
1 = Walking/running momentum is carried during jump.
2 = Up/Down changes jumping speed during jump (doesn't work with static jump).
3 = Combination of 1 and 2.
 
I mean while in flymode instead of moving left to right in floating animation actually moving faster in either direction while changing animations

example
the first pic is my current animation for flying I want to switch to the second animation when I move left or right and I also want to move at a higher velocity

[attachment deleted by admin]
 
instead of moving left to right in floating animation actually moving faster in either direction while changing animations

That's doable though you need extra work to achieve it
You also need this function:

Code:
void keyint(void Ani, int Frame, void Key, int Hflag)
{// Change current animation if proper key is pressed or released
    void self = getlocalvar("self");
    int Dir = getentityproperty(self, "direction");  
    int iPIndex = getentityproperty(self,"playerindex"); //Get player index
    void iRKey;

      if (Key=="U"){ //Up Required?
       iRKey = playerkeys(iPIndex, 0, "moveup"); // "Up"
	}

      if (Key=="D"){ //Down Required?
        iRKey = playerkeys(iPIndex, 0, "movedown"); // "Down"
	}

      if (Key=="L"){ //Left Required?
       iRKey = playerkeys(iPIndex, 0, "moveleft"); // "Left"
	}

      if (Key=="R"){ //Right Required?
        iRKey = playerkeys(iPIndex, 0, "moveright"); // "Right"
	}

      if (Key=="F"){ //Forward Required?
        if (Dir == 0){ // Facing Left?
          iRKey = playerkeys(iPIndex, 0, "moveleft"); // "Left"
        } else { // Facing Right
          iRKey = playerkeys(iPIndex, 0, "moveright"); // "Right"
        }
	}

      if (Key=="J"){ //Jump Required?
        iRKey = playerkeys(iPIndex, 0, "jump"); // "Jump"
	}

      if (Key=="A"){ //Attack Required?
        iRKey = playerkeys(iPIndex, 0, "attack"); // "Attack"
	}

      if (Key=="A2"){ //Attack2 Required?
        iRKey = playerkeys(iPIndex, 0, "attack2"); // "Attack2"
	}

      if (Key=="S"){ //Special Required?
        iRKey = playerkeys(iPIndex, 0, "special"); // "Special"
	}

      if (Hflag==1){ //Not holding the button case?
        iRKey = !iRKey; //Take the opposite condition
	}

      if(iRKey){
        changeentityproperty(self, "animation", openborconstant(Ani), 2);
//        performattack(self, openborconstant(Ani)); //Change the animation
        updateframe(self, Frame); //Change frame
      }
}

to change animation by holding forward key

HTH
 
What I meant is you need to set something like this:
anim follow1 # flying mode
loop 1
delay 6
offset 66 114
bbox 59 46 13 67
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id1.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id1.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id2.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id2.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id3.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id3.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id4.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id4.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id5.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id5.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id6.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id6.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id7.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id7.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id8.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id8.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id9.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id9.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id10.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW6" 0 "F" 0 0
frame data/chars/Storm/id10.png

anim follow6 # flying forward
loop 1
delay 5
offset 66 114
bbox 53 45 19 63
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w1.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w1.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w2.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w2.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w3.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w3.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w4.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w4.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w5.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w5.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w6.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w6.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w7.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w7.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w8.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w8.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w9.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w9.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w10.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w10.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w11.png
@cmd keymove 1.5 1.5 100
@cmd keyint "ANI_FOLLOW1" 0 "F" 1 0
frame data/chars/Storm/w11.png

This is Storm's flight mode. When she's flying still, she plays FOLLOW1 animation but when she moves flies forward, she plays FOLLOW6. keyint function is the function which do the animation change (only if forward key is held)

Don't copy this and modify it for Superman! the functions used her are different than the ones you have in your mod.
 
YIKES! That's a ton of repeat commands you've got going.

You should move this the keyscript or move<axis> events and look for key release. When a release event is detected, and the player is in fly mode, bring them out of it. It would severely simplify things, not to mention be less of a CPU burden.

DC

 
when I use follow1 for the flying animation it never activates but if I use jumpspecial it works fine or if I call on follow1 from jumpattack it works but it should trigger from jumping as it does with Ironman is there something I'm writing the wrong way or is there something that needs to be added somewhere else?

Code:
anim	follow1
	loop	1
	delay	7
	bbox	117 84 26 41
	offset	115 172
	frame	data/chars/superman/fly.png
	delay	9
	offset	119 179
	@cmd	keyflip 0
	@cmd	keymove 1.2 0.6
	@cmd	floater 48
	frame	data/chars/superman/fly2.png
	delay	7
	offset	115 176
	frame	data/chars/superman/fly3.png
	delay	9
	offset	121 179
	frame	data/chars/superman/fly4.png
	@cmd	keyflip 0
	@cmd	keymove 1.2 0.6
	delay	7
	offset	109 179
	@cmd	keyflip 0
	@cmd	keymove 1.2 0.6
	frame	data/chars/superman/fly5.png
 
I'm not sure what you mean by click jump, do you mean pressing the button in game? if so yes I don't know why it doesn't work but works as jump special and no I only used follow1 for that once.

heres his full character text

Code:
name Superman
type player
health 400
gfxshadow   1
speed 13
riseinv 1
jumpheight 4
jumpspeed 13
jumpmove   3  3
knockdowncount 2
makeinv 3 1
atchain 1 2 3 4
combostyle 1
holdblock 1
running         60  4.1  2  1
grabback 1

animationscript	data/scripts/script.c
keyscript   data/chars/Superman/ironkey.c



palette   data/chars/Superman/alt.png




























anim	attack1
	delay	5
	bbox	115 90 28 62
	offset	126 166
	frame	data/chars/superman/lp.png
	attack	136 83 27 21 10 0 1 0 5 0
	delay	9
	offset	120 165
	frame	data/chars/superman/lp2.png
	delay	7
	offset	126 166
	frame	data/chars/superman/lp.png
		
anim	attack2
	delay	5
	bbox	106 87 36 63
	offset	124 164
	frame	data/chars/superman/hp.png
	delay	5
	frame	data/chars/superman/hp2.png
	attack	141 80 33 18 10 0 1 0 5 0
	delay	9
	offset	118 155
	frame	data/chars/superman/hp3.png
	delay	5
	offset	125 157
	frame	data/chars/superman/hp4.png
	delay	7
	offset	128 163
	frame	data/chars/superman/hp.png
		
anim	attack3
	delay	7
	bbox	105 74 28 57
	offset	118 145
	frame	data/chars/superman/sp.png
	delay	5
	offset	120 138
	frame	data/chars/superman/sp2.png
	delay	9
	attack	136 66 26 39 0 0 1 0 0 0
	offset	110 142
	frame	data/chars/superman/sp3.png
	delay	5
	offset	108 153
	frame	data/chars/superman/sp4.png
	delay	3
	offset	112 154
	frame	data/chars/superman/sp5.png
	delay	5
	offset	114 153
	frame	data/chars/superman/sp6.png
	delay	5
	offset	118 145
	frame	data/chars/superman/sp.png
		
anim	attack4
	delay	5
	bbox	98 77 33 58
	offset	121 148
	frame	data/chars/superman/fp.png
	delay	5
	offset	128 144
	frame	data/chars/superman/fp2.png
	attack	147 75 29 28 15 1 1 0 7 0
	delay	7
	frame	data/chars/superman/fp3.png
	delay	5
	offset	116 142
	frame	data/chars/superman/fp4.png
	delay	5
	offset	122 132
	frame	data/chars/superman/fp5.png
	delay	5
	frame	data/chars/superman/fp6.png
	delay	5
	frame	data/chars/superman/fp7.png
	delay	5
	frame	data/chars/superman/fp8.png
		
anim	block
	drawmethod	scaley 0.90
	delay	7
	bbox	92 78 49 82
	offset	119 168
	frame	data/chars/superman/block.png
		
anim	fall
	delay	7
	bbox	86 88 48 45
	offset	109 168
	frame	data/chars/superman/fall.png
	delay	10
	offset	117 139
	frame	data/chars/superman/fall2.png
		
anim	follow1
	loop	1
	delay	7
	bbox	117 84 26 41
	offset	115 172
	frame	data/chars/superman/fly.png
	delay	9
	offset	119 179
	@cmd	keyflip 0
	@cmd	keymove 1.2 0.6
	@cmd	floater 48
	frame	data/chars/superman/fly2.png
	delay	7
	offset	115 176
	frame	data/chars/superman/fly3.png
	delay	9
	offset	121 179
	frame	data/chars/superman/fly4.png
	@cmd	keyflip 0
	@cmd	keymove 1.2 0.6
	delay	7
	offset	109 179
	@cmd	keyflip 0
	@cmd	keymove 1.2 0.6
	frame	data/chars/superman/fly5.png
		
anim	freespecial
	bbox	125 60 27 52
	delay	3
	offset	132 133
	com	D F A freespecial
	frame	data/chars/superman/hv.png
	delay	3
	offset	135 167
	frame	data/chars/superman/hv2.png
	delay	3
	offset	135 166
	frame	data/chars/superman/hv3.png
	delay	3
	offset	134 175
	frame	data/chars/superman/hv4.png
	delay	3
	offset	133 167
	frame	data/chars/superman/hv5.png
	delay	3
	offset	132 133
	frame	data/chars/superman/beam.png
	delay	3
	offset	135 167
	frame	data/chars/superman/beam2.png
	attack	89 76 184 13 12 0 1 0 3 0
	delay	3
	offset	66 159
	frame	data/chars/superman/beam3.png
	attack	0 0 0 0 0 0 0 0 0 0
	delay	1
	offset	66 159
	frame	data/chars/superman/beam3.png
	attack	88 75 217 15 12 0 1 0 3 0
	delay	3
	offset	65 158
	frame	data/chars/superman/beam4.png
	attack	0 0 0 0 0 0 0 0 0 0
	delay	1
	offset	65 158
	frame	data/chars/superman/beam4.png
	attack	87 82 218 17 12 0 1 0 3 0
	delay	3
	offset	59 167
	frame	data/chars/superman/beam5.png
	attack	0 0 0 0 0 0 0 0 0 0
	delay	1
	offset	59 167
	frame	data/chars/superman/beam5.png
	attack	88 82 293 12 15 2 1 0 5 0
	delay	7
	offset	63 164
	frame	data/chars/superman/beam6.png
	delay	1
	offset	59 167
	frame	data/chars/superman/beam5.png
	delay	1
	offset	65 158
	frame	data/chars/superman/beam4.png
	delay	1
	offset	66 159
	frame	data/chars/superman/beam3.png
	delay	1
	offset	135 167
	frame	data/chars/superman/beam2.png
	delay	1
	offset	132 133
	frame	data/chars/superman/beam.png
		
anim	freespecial2
	com	A2 freespecial2
	quakeframe	9 1 15
	delay	5
	bbox	115 93 17 56
	offset	122 152
	frame	data/chars/superman/fall4.png
	delay	9
	offset	130 148
	frame	data/chars/superman/spcl5.png
	delay	7
	@cmd	dasher 0 15 0
	frame	data/chars/superman/spcl.png
	delay	3
	frame	data/chars/superman/spcl.png
	delay	70
	frame	data/chars/superman/spcl.png
	delay	75
	@cmd	dasher 0 -35 0
	frame	data/chars/superman/spcl2.png
	delay	50
	frame	data/chars/superman/spcl2.png
	delay	5
	frame	data/chars/superman/spcl2.png
	delay	5
	frame	data/chars/superman/spcl2.png
	delay	5
	frame	data/chars/superman/spcl2.png
	delay	15
	attack	14 150 225 25 35 1 0 1 7 30
	offset	123 174
	sound	data/sounds/quake.wav
	@cmd	shooter "ShWave" 0 0 0 0 0 -1 1
	@cmd	shooter "ShWave" 0 0 0 0 0 1 1
	frame	data/chars/superman/spcl3.png
	delay	4
	offset	121 153
	frame	data/chars/superman/spcl4.png
	delay	5
	offset	121 146
	frame	data/chars/superman/spcl5.png
		
anim	get
	offset	121 161
	frame	data/chars/superman/i1.png
	offset	122 151
	frame	data/chars/superman/fall4.png
	offset	122 143
	frame	data/chars/superman/spcl5.png
	offset	119 150
	frame	data/chars/superman/fall4.png
	offset	121 161
	frame	data/chars/superman/i1.png
		
anim	grab
	delay	6
	bbox	112 88 20 44
	offset	118 165
	frame	data/chars/superman/lp2.png
		
anim	grabattack
	delay	5
	bbox	111 89 18 46
	offset	127 163
	frame	data/chars/superman/hp2.png
	attack	147 81 25 19 10 0 1 0 5 0
	delay	7
	offset	117 155
	frame	data/chars/superman/hp3.png
		
anim	grabattack2
	delay	7
	attack	150 72 24 31 15 1 1 0 0 0
	bbox	112 75 18 33
	offset	117 146
	frame	data/chars/superman/fp3.png
	delay	5
	offset	116 144
	frame	data/chars/superman/fp4.png
	delay	5
	offset	123 131
	frame	data/chars/superman/fp5.png
	delay	5
	frame	data/chars/superman/fp6.png
	delay	5
	frame	data/chars/superman/fp7.png
		
anim	grabforward
	delay	7
	attack	123 65 73 69 0 1 1 1 0 0
	offset	139 163
	dropv	2 3
	damageonlanding	15 1
	frame	data/chars/superman/throw.png
	delay	9
	offset	117 163
	dropv	3 5
	frame	data/chars/superman/throw2.png
	delay	5
	offset	119 159
	frame	data/chars/superman/throw3.png
	delay	5
	frame	data/chars/superman/throw4.png
		
anim	grabup
	delay	5
	bbox	116 79 24 53
	offset	120 137
	frame	data/chars/superman/sp2.png
	attack	132 63 31 37 15 1 1 0 5 0
	delay	7
	offset	110 142
	frame	data/chars/superman/sp3.png
	delay	5
	offset	109 152
	frame	data/chars/superman/sp4.png
	delay	5
	offset	113 153
	frame	data/chars/superman/sp5.png
	delay	5
	offset	115 152
	frame	data/chars/superman/sp6.png
		
anim	idle
	delay	35
	bbox	115 87 26 58
	offset	123 160
	frame	data/chars/superman/i1.png
	loop	1
	delay	35
	offset	122 160
	frame	data/chars/superman/i2.png
		
anim	jump
	delay	5
	bbox	114 93 16 60
	offset	115 180
	frame	data/chars/superman/jump.png
	delay	5
	frame	data/chars/superman/flyup.png
	delay	10
	frame	data/chars/superman/flypunch3.png
	delay	5
	offset	127 197
	frame	data/chars/superman/jump2.png
	delay	5
	offset	120 200
	frame	data/chars/superman/jump3.png
		
anim	jumpattack
	delay	5
	bbox	117 94 30 42
	offset	117 172
	frame	data/chars/superman/flypunch.png
	attack	137 86 32 18 10 0 1 0 5 0
	delay	9
	frame	data/chars/superman/flypunch2.png
	delay	5
	offset	121 175
	@cmd	anichange "ANI_Follow1" 0
	frame	data/chars/superman/flypunch3.png
		
anim	jumpattack2
	delay	5
	bbox	118 96 23 39
	offset	112 159
	frame	data/chars/superman/jmpatck.png
	delay	9
	attack	129 141 39 21 15 1 1 0 5 0
	@cmd	dasher 4 -1 0
	frame	data/chars/superman/jmpatck2.png
		
anim	freespecial3
		
anim	pain
	delay	7
	bbox	105 84 32 62
	offset	124 160
	frame	data/chars/superman/pain.png
		
anim	rise
	delay	9
	offset	116 138
	frame	data/chars/superman/fall2.png
	delay	12
	frame	data/chars/superman/fall3.png
	delay	12
	frame	data/chars/superman/spcl5.png
	delay	15
	offset	117 149
	frame	data/chars/superman/fall4.png
	delay	9
	offset	120 133
	frame	data/chars/superman/sp2.png
	delay	9
	offset	127 161
	frame	data/chars/superman/i1.png
		
anim	run
	delay	3
	offset	109 200
	frame	data/chars/superman/run.png
	loop	0
	offset	115 201
	delay	1
	frame	data/chars/superman/speed.png
	offset	114 202
	loop	1
	delay	3
	frame	data/chars/superman/run2.png
		
anim	select
	delay	10
	offset	123 161
	frame	data/chars/superman/hp.png
		
anim	waiting
	delay	5
	offset	139 167
	frame	data/chars/superman/wait.png
	delay	5
	offset	138 171
	frame	data/chars/superman/wait2.png
	delay	5
	offset	136 172
	frame	data/chars/superman/wait3.png
	loop	1
	delay	5
	offset	132 171
	frame	data/chars/superman/wait4.png
		
anim	walk
	delay	10
	bbox	115 91 23 44
	offset	123 164
	frame	data/chars/superman/w1.png
	delay	12
	frame	data/chars/superman/w2.png
	delay	10
	frame	data/chars/superman/w3.png
	delay	10
	frame	data/chars/superman/w4.png
	delay	12
	frame	data/chars/superman/w5.png
	loop	1
	delay	10
	frame	data/chars/superman/w6.png
		
#|edited by openBor Stats v 0.67

 
Hey guys i want to modify the flying script to check players mp and play a follow anim that slowly lowers the player to the ground if its below a certain number could someone help me out?
 
Script which activates and cancels flying state is keyscript but the script which prevents player from falling down is this:

Code:
void floater( int Time )
{// Floats in Time centiseconds
    void self = getlocalvar("self");
    int eTime = openborvariant("elapsed_time");

    changeentityproperty(self, "tosstime", eTime + 2*Time);
}

For your purpose, I think it's best to modify this function to check MP and cancels the floating effect if MP isn't enough
 
Back
Top Bottom