Thegr8test
Member
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
instead of moving left to right in floating animation actually moving faster in either direction while changing animations
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
}
}
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
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
keyscript data/chars/Superman/ironkey.c
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
void floater( int Time )
{// Floats in Time centiseconds
void self = getlocalvar("self");
int eTime = openborvariant("elapsed_time");
changeentityproperty(self, "tosstime", eTime + 2*Time);
}