Movement in map

mersox

Active member
HEY GUYS I BE MAKING MAP LIKE THIS take a look ok

PR_BOP%20-%200158.png


I would like to know if the following things regarding the movement of the player are doable or have been done:

- Can we disable diagonal walk?
- Is it possible to have 4 different idle animations, depending of where the char was last facing after he stopped?
- You know how chars have different speed on Z axis? Can it be disabled so that the speed remains the same regardless of where the char is walking? (up, down, left, right, all should have the same walking speed)

GIVE ME THE HELPZ
 
ok this is off the top of my head you have a script at the start of each animation walk up, walk down, and walk to change a local script to say what walk direction you are in.

now have a script at the start of your idle animation to check for the walk direction and force the idle animation to a certain frame. now have 4 frames on your idle animation facing in each direction but also add a script on each frame you rewind themselves so the player stays facing in that direction I am not sure if this will result in you being stuck in idle but give it a try.

if you cant script it tell me and I will make a example demo for you.
 
IMO the best way for this is to create new walking system with script. I don't have details for this but it involves use of custom animations and keyscript
 
Thanks guys. I ended up giving the char nomove 1, and added walk animations as if they were attacks.

name leo_overhead
nomove 1
type player
shadow 1
aironly 1
health 45


atchain 1

com u freespecial1
com f freespecial2
com b freespecial2
com d freespecial3

anim spawn
delay 1
loop 0
offset 9 16
frame data/chars/turtle_overhead/walk_down_2.png
 
anim idle
loop 1
delay 400
offset 9 16
bbox 3 3 12 15
frame data/chars/turtle_overhead/walk_down_2.png


anim attack1
idle 1
loop 1
delay 1
offset 9 16
bbox 3 3 12 15
attack 0 0 16 16 1
frame data/chars/turtle_overhead/walk_down_2.png


anim freespecial2 **walk right
idle 1
loop 1
offset 9 16
bbox 3 3 12 15
delay 3
move 2
frame data/chars/turtle_overhead/walk_right_1.png
frame data/chars/turtle_overhead/walk_right_2.png
frame data/chars/turtle_overhead/walk_right_3.png
frame data/chars/turtle_overhead/walk_right_2.png


anim freespecial1 **up
idle 1
loop 1
offset 9 16
bbox 3 3 12 15
delay 2
movez -1
frame data/chars/turtle_overhead/walk_up_1.png
frame data/chars/turtle_overhead/walk_up_2.png
frame data/chars/turtle_overhead/walk_up_3.png
frame data/chars/turtle_overhead/walk_up_2.png


anim freespecial3 **down
idle 1
loop 1
offset 9 16
bbox 3 3 12 15
delay 2
movez 1
frame data/chars/turtle_overhead/walk_down_1.png
frame data/chars/turtle_overhead/walk_down_2.png
frame data/chars/turtle_overhead/walk_down_3.png
frame data/chars/turtle_overhead/walk_down_2.png
 
Back
Top Bottom