Shake screen 1 (light)
name shaker1
type none
shadow 0
subject_to_gravity 0
toflip 1
lifespan 1#3#auto destruct time(en secondes)
anim idle
quakeframe 1 8 8#1 3 2# (smaller)
loop 0
delay 2#5#2
offset 1 1
frame data/sprites/empty.gif
delay 2#5#2
offset 1 1
frame data/sprites/empty.gif
anim attack1# (contient l'attempt de PIN)(wrestling mode)
damageonlanding 0 1#l'enemi peut faire des indirect damage
loop 0
forcedirection -1
jugglecost 1
offset 96 177
bbox 75 84 44 96
delay 2
sound data/sounds/a1.wav
frame data/chars/rachel/a1.gif
sound data/chars/rachel/kiai1.wav
delay 8#6
attack 98 82 59 43 5 0 0 0 10 0#9 0
dropv 1 0.8
frame data/chars/rachel/a2.gif
delay 3
attack 0 0 0 0 0 0
@cmd spawn01 "shaker1" 0 0 1
frame data/chars/rachel/a1.gif
It actually works one time, but not more
name shaker1
type none
shadow 0
subject_to_gravity 0
lifespan 2
anim idle
quakeframe 1 8 8#1 3 2# (smaller)
loop 0
offset 1 1
delay 4#5#2
frame data/sprites/empty.gif
frame data/sprites/empty.gif
frame data/sprites/empty.gif
frame data/sprites/empty.gif
frame data/sprites/empty.gif
frame data/sprites/empty.gif
frame data/sprites/empty.gif
frame data/sprites/empty.gif
frame data/sprites/empty.gif
frame data/sprites/empty.gif
mtrain said:By one time you mean full quakeframe (8 quakes) or 1 screenquake? I think the problem is that you make only 2 frames in the shake entity:It actually works one time, but not more