well for one not having to create a new entity for every new hitflash needed.... as hitflash command only suports idle anim of the say hitflash entity, i could use diferent follows anims of the same entity for diferent hitflashes it would be quite usefull..Wouldn't it be simpler to configure which type of hitflash you want to use inside your anim follow?
I don't quite see where you're going with this, can you give an example?
well for one not having to create a new entity for every new hitflash needed.... as hitflash command only suports idle anim of the say hitflash entity, i could use diferent follows anims of the same entity for diferent hitflashes it would be quite usefull..
lets say i need a new hitflash for an attackbox in my char attack anim, i go to histflashX entity and create a followX anim for say hitflash i need, then i would use it in the attack anim by spawnany script if say attackbox hits. instead of having to go create a new txt for say new histflash, declared it on models for something that only requires a single anim,.. so was just a question in case anyone had dev a spawnany script that works when an attackbox hits...
allright man thanks for the advice...You don't want to do that. Experience speaking here. That sounds like a good idea at first, but it's a mess waiting to happen. Fine for really unique edge cases - stay away otherwise. Spawning different flash models for different hits is exactly what you're supposed to do.
Tip: Forget hitfix, and put hit sounds in the flash too.
DC
Stop building new houses for every lightbulb. Scripting a universal spawner isn't just "useful" it’s the only way to stay sane when you’re dealing with complex hit-fx.well for one not having to create a new entity for every new hitflash needed.... as hitflash command only suports idle anim of the say hitflash entity, i could use diferent follows anims of the same entity for diferent hitflashes it would be quite usefull..
lets say i need a new hitflash for an attackbox in my char attack anim, i go to histflashX entity and create a followX anim for say hitflash i need, then i would use it in the attack anim by spawnany script if say attackbox hits. instead of having to go create a new txt for say new histflash, declared it on models for something that only requires a single anim,.. so was just a question in case anyone had dev a spawnany script that works when an attackbox hits...
Stel je voor: mijn oven valt net voor Thanksgiving uit en ik heb de hele familie op bezoek. De kosten van een nieuwe oven zaten niet in mijn planning. Probeerde een paar platformen zonder veel verwachting en verloor eerst kleine bedragen. Toen verhoogde ik mijn inzet op een spel met vallende symbolen en de winsten bleven maar komen. Genoeg om een nieuwe oven te kopen via spin mama. Thanksgiving was gered en iedereen was onder de indruk.
I think it depends. Putting all hitflashes into one entity separated by animations will generate some extra work for palettes, mainly if you use hi-res images with tons of colors.Stop building new houses for every lightbulb. Scripting a universal spawner isn't just "useful" it’s the only way to stay sane when you’re dealing with complex hit-fx.