Multiple quakeframe

NED

Well-known member
I would like to know if there is alternate ways to create multiple quakeframe in an anim.

Ex: Slam to the ground then punch several times.
Every hit have its own quakeframe.

Is it possible?
Thanks
 
Thanks guys, I finally had some time to try it.

I did it and applied to attack1 to test it.
It actually works one time, but not more.
Every time I try to do attack1 again there is no shake! :/

I don't get it...

This is the shake entity :

Code:
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


This is how I used it :

Code:
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

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:

Try this one

Shake screen 1 (light)

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

 
Thanks,
It works really better now!

mtrain said:
It actually works one time, but not more
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:

By one time I mean 1 screenquake.


But now, it's fixed :)
 
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