Matute2175
New member
Hello friends, is everything ok? I wanted to ask you how I can make the effect of a freespecial last the same as the special itself.
Here the command "flashscnuevo" invokes an effect on the screen that I would like to last until the end of this freespecial. I try to make them synchronized, it is the typical background super effect
anim freespecial5
energycost 100
mponly 1
jugglecost 0
fastattack 1
hitfx data/sounds/beat3.wav
loop 0
offset 36 100
bbox 0 0 0 0
@cmd spawn02 "flashscnuevo" -10 200 190 <<<<< this is effect>>>>>>>>
sound data/chars/players/cody/free5.wav
delay 4
frame data/chars/players/cody/a01.png
offset 33 99
attack2 24 13 88 31 0 0 1 0 10 15
dropv 2.25 0
delay 2
sound data/sounds/lanzarse.wav
@cmd projectile 1 "quake" 0 0 0
move 10
@cmd projectile 1 "dust03" 0 0 0
frame data/chars/players/cody/a02.png
offset 33 99
frame data/chars/players/cody/a02.png
move 9
frame data/chars/players/cody/a02.png
frame data/chars/players/cody/a02.png
@cmd projectile 1 "dust03" 0 0 0
move 6
frame data/chars/players/cody/a02.png
frame data/chars/players/cody/a02.png
move 5
frame data/chars/players/cody/a02.png
frame data/chars/players/cody/a02.png
@cmd projectile 1 "dust03" 0 0 0
move 4
frame data/chars/players/cody/a02.png
frame data/chars/players/cody/a02.png
@cmd projectile 1 "dust03" 0 0 0
@cmd projectile 1 "quake" 0 0 0
offset 36 100
move 0
delay 4
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/players/cody/a01.png
offset 36 100
delay 4
frame data/chars/players/cody/a01.png
The problem is that flashscnuevo ends before the special, and each character has a different freespecial, so they don't all last the same time, and I wanted to create something that works for all players.
Here the command "flashscnuevo" invokes an effect on the screen that I would like to last until the end of this freespecial. I try to make them synchronized, it is the typical background super effect
anim freespecial5
energycost 100
mponly 1
jugglecost 0
fastattack 1
hitfx data/sounds/beat3.wav
loop 0
offset 36 100
bbox 0 0 0 0
@cmd spawn02 "flashscnuevo" -10 200 190 <<<<< this is effect>>>>>>>>
sound data/chars/players/cody/free5.wav
delay 4
frame data/chars/players/cody/a01.png
offset 33 99
attack2 24 13 88 31 0 0 1 0 10 15
dropv 2.25 0
delay 2
sound data/sounds/lanzarse.wav
@cmd projectile 1 "quake" 0 0 0
move 10
@cmd projectile 1 "dust03" 0 0 0
frame data/chars/players/cody/a02.png
offset 33 99
frame data/chars/players/cody/a02.png
move 9
frame data/chars/players/cody/a02.png
frame data/chars/players/cody/a02.png
@cmd projectile 1 "dust03" 0 0 0
move 6
frame data/chars/players/cody/a02.png
frame data/chars/players/cody/a02.png
move 5
frame data/chars/players/cody/a02.png
frame data/chars/players/cody/a02.png
@cmd projectile 1 "dust03" 0 0 0
move 4
frame data/chars/players/cody/a02.png
frame data/chars/players/cody/a02.png
@cmd projectile 1 "dust03" 0 0 0
@cmd projectile 1 "quake" 0 0 0
offset 36 100
move 0
delay 4
attack 0 0 0 0 0 0 0 0 0 0
frame data/chars/players/cody/a01.png
offset 36 100
delay 4
frame data/chars/players/cody/a01.png
The problem is that flashscnuevo ends before the special, and each character has a different freespecial, so they don't all last the same time, and I wanted to create something that works for all players.
