Jumpframe does not Jump when specified frame is reached. It Jumps as soon as player hits button instead.

Mazpzaz

New member
Hello! I am having some difficulties with some animation regarding the Jumpframe. Here is my coding.
anim special
loop 0
delay 3
offset 46 109
sound data/sounds/11.wav
frame data/chars/cammy/fr3.gif
blast 55 62 31 23 16 1 0 0 13
frame data/chars/cammy/sp01.gif
frame data/chars/cammy/sp02.gif
delay 15
jumpframe data/chars/cammy/sp03.gif 3 1 0 0
frame data/chars/cammy/sp03.gif
frame data/chars/cammy/sp04.gif
frame data/chars/cammy/ju2.gif
frame data/chars/cammy/fr3.gif
In the manual it states that the Jump would activate on the specific frame chosen, but instead it activates as soon as I press the special button. I can't tell what I might be doing wrong. Thank you for anyone who takes the time out of their day to help!
 
Solution
@Mazpzaz,

That's not how jumpframe works.

You don't stick it into the animation frames, you specify the frame you want by frame number. From what I can tell, you want to jump on the fourth frame. Frames are 0 indexed, so it will look something like this. You also need to include the distance you want to jump. :

Code:
anim special

# jumpframe <frame> <y velocity> <x velocity> <z velocity> <dust model name>
jumpframe 3 1 0 0

loop 0
delay 3
offset 46 109
sound data/sounds/11.wav
frame data/chars/cammy/fr3.gif
blast 55 62 31 23 16 1 0 0 13
frame data/chars/cammy/sp01.gif
frame data/chars/cammy/sp02.gif

delay 15

frame data/chars/cammy/sp03.gif
frame data/chars/cammy/sp04.gif
frame data/chars/cammy/ju2.gif
frame...
@Mazpzaz,

That's not how jumpframe works.

You don't stick it into the animation frames, you specify the frame you want by frame number. From what I can tell, you want to jump on the fourth frame. Frames are 0 indexed, so it will look something like this. You also need to include the distance you want to jump. :

Code:
anim special

# jumpframe <frame> <y velocity> <x velocity> <z velocity> <dust model name>
jumpframe 3 1 0 0

loop 0
delay 3
offset 46 109
sound data/sounds/11.wav
frame data/chars/cammy/fr3.gif
blast 55 62 31 23 16 1 0 0 13
frame data/chars/cammy/sp01.gif
frame data/chars/cammy/sp02.gif

delay 15

frame data/chars/cammy/sp03.gif
frame data/chars/cammy/sp04.gif
frame data/chars/cammy/ju2.gif
frame data/chars/cammy/fr3.gif


Also, please use the code tags for your example text, it's much easier to read.

1632328013675.png

HTH,
DC
 
Solution
Thank you so incredibly much! A very easy to understand explanation and a super quick response! No other form have ever given such better service as this one and I am glad to be apart of it!

Edit: It worked out completely! I never imagined I'd be solving this problem just under 15 to 20 minutes!
 
Last edited:
Glad that helped. Now let me show you how to add a little dressing to it. Did you see the last option in my example text? Dust model? It works like landing dust effects. Put a model name there and it spawns as you lift off.

The other thing is landing. You'll probably want a touch down portion in your animation too. That's where landframe comes in. Try this:

Code:
anim special

# jumpframe <frame> <y velocity> <x velocity> <z velocity> <dust model name>
jumpframe 3 1 0 0 jumping_dust_model_name

# landframe <frame> <dust model name>
landframe 7 landing_dust_model_name

loop 0
delay 3
offset 46 109
sound data/sounds/11.wav
frame data/chars/cammy/fr3.gif
blast 55 62 31 23 16 1 0 0 13
frame data/chars/cammy/sp01.gif
frame data/chars/cammy/sp02.gif

delay 15

frame data/chars/cammy/sp03.gif
frame data/chars/cammy/sp04.gif
frame data/chars/cammy/ju2.gif

# Give the this a negative delay so it plays forever.

delay -1000
frame data/chars/cammy/fr3.gif

# When Cammy touches the ground, animation
# skips to frame below:

delay 10
frame data/chars/cammy/<some landing frame 1>
frame data/chars/cammy/<some landing frame 2>

Notice the frame right before landing has a negative delay. That causes it to play forever until something forces it to move on. When the character lands, the animation skips to frame you put in landframe, and if you provide the name to a loaded model, spawns it as dust effect. This makes your jump look much more polished.

There's even a dropframe feature, but you probably don't need it here. It skips to a frame when you reach the peak of your height.
 
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