keymove during a jumpspecial

dantedevil

Well-known member
Hello!

I try to use the keymove script in jumpspecial but dont work.
I use in anim jump and salms script without problem.

Its any way to make it work?


Thanks!
 
Bloodbane said:
Can you post your JUMPSPECIAL animation?

This is:
Code:
anim jumpspecial
	loop	0
        followanim 4
        followcond 2
	delay	1
	offset	98 208
        jumpframe 1 3 1.5 
	bbox	94 152 24 24
        sound   data/sounds/airpunch.wav
        forcedirection -1
        hitfx   data/sounds/grab.wav
	attack	80 139 48 48 5 0 0 1 0
        nokill  1
	frame	data/chars/caro/roll01.gif
	delay	5
        @cmd    keymove 0.7
	frame	data/chars/caro/roll01.gif
	frame	data/chars/caro/roll02.gif
	frame	data/chars/caro/roll03.gif
	frame	data/chars/caro/roll04.gif
        sound   data/sounds/airpunch.wav
	attack	80 139 48 48 5 0 0 1 0
        nokill  1
	frame	data/chars/caro/roll01.gif
	frame	data/chars/caro/roll02.gif
	frame	data/chars/caro/roll03.gif
	frame	data/chars/caro/roll04.gif
        sound   data/sounds/airpunch.wav
	attack	80 139 48 48 5 0 0 1 0
        nokill  1
	frame	data/chars/caro/roll01.gif
	frame	data/chars/caro/roll02.gif
	frame	data/chars/caro/roll03.gif
	frame	data/chars/caro/roll04.gif
        sound   data/sounds/airpunch.wav
	attack	80 139 48 48 5 0 0 1 0
        nokill  1
	frame	data/chars/caro/roll01.gif
	frame	data/chars/caro/roll02.gif
	frame	data/chars/caro/roll03.gif
	frame	data/chars/caro/roll04.gif 


anim follow4
	 loop       0
	 delay      1
	offset	98 208
	 bbox	  0 0 0 0
         attackone 1
         fastattack 1
        jumpframe 4 2.5 0
        landframe  9
	frame	data/chars/caro/roll02.gif
        @cmd    stop
	offset	102 140
        @cmd    entergrab
	frame	data/chars/caro/grabf02b.gif
	 delay      8
        @cmd    slamstart2
        @cmd    position 8 0 -10 -1 0
	frame	data/chars/caro/grabf02b.gif
	 sound  data/chars/caro/yeah3.wav
	offset	102 140
        @cmd    position 0 0 -15 -1 0
	frame	data/chars/caro/grabf04a.gif
        @cmd    position 0 0 -18 -1 0
	frame	data/chars/caro/grabf04b.gif
        @cmd    position 10 0 -17 -1 0
	frame	data/chars/caro/grabf05.gif
	offset	110 160
        @cmd    position 7 10 60 -1 0
	frame	data/chars/caro/grabf06.gif
	offset	117 173
        @cmd    position 4 55 35 -1 0
	frame	data/chars/caro/grabf07.gif
    	delay     999   
        @cmd    position 9 55 20 -1 1
	frame	data/chars/caro/grabf08.gif
	 sound	data/sounds/slam.wav
	 delay      1
        @cmd    position 9 68 5 -1 1
	frame	data/chars/caro/grabf09.gif
	 delay      15
	frame	data/chars/caro/grabf09.gif
	 delay      5
        @cmd    depost 0
        @cmd    finish 35 4 1 2.5 0 1 400
	frame	data/chars/caro/grabf09.gif
	delay	10 
	frame	data/chars/caro/grabf09.gif
	 delay  9
	frame	data/chars/caro/grabf08.gif
	delay	12        
	offset	98 173
	frame	data/chars/caro/rise2.gif
 
Hmmm.... when you posted 'not working', what exactly you mean?
From this animation, I can see that in order for keymove to work, you must be holding direction button BEFORE this animation is played. If you hold the button after 2nd frame than it won't work.

Just noticed that you also have jumpframe declared. This command might override keymove function.
If you want the jumping effect, you should declare keymove function in frames after 2nd frame.
Also, if you want move freely during JUMPSPECIAL, you should declare keymove in all frames not just one frame.
 
Back
Top Bottom