Select screen spawnbind

mtrain

New member
Is there any way to make spawn and bind an entity at the character select screen for the waiting animation? I want to make an info to appear as the binding entity behind the player, but any kinds of spawn binding isnt work at the select screen? Thank you)
 
load LitaSL

anim waiting
  unsummonframe  0
  subentity  LitaSL
  summonframe  0 1 1 0 0
loop 0
delay 12
offset 240 2540
bbox 262 57 60 224
frame data/chars/lita/S/S1.gif
 
This is how I use it:

anim waiting
loop 1
delay 15
offset 72 109
bbox 55 53 35 56
unsummonframe 0
subentity biosbeast
summonframe 0 -44 -92 0 0
frame data/chars/beast/id1.pcx
frame data/chars/beast/id2.pcx
frame data/chars/beast/id3.pcx
frame data/chars/beast/id4.pcx
 
O Ilusionista said:
Use this:

unsummonframe 0
subentity *YOUR ENTITY*
summonframe 0 -44 -92 0 0

It may be crashing because you're unsummoning the entity on the same frame that you summon it.

It's a ghetto fix, but perhaps you could sprite out a separate set of frames with the summoned entity, mtrain? It'd be a lot more work, but visually the same, perhaps...

EDIT: When the engine crashes without a log, that means it's a true crash.  :\ It's really hard to tell what the problem is at that point. I'm almost wondering if the engine flat out prevents characters from spawning anything in the character select screen?
 
It may be crashing because you're unsummoning the entity on the same frame that you summon it.

That is the trick: First time to me, it crashed. Second time I played it, the animation was flickering. ON the third time and beyond, everything is fine.

Now, everytime I run the game, its fine. Dunno why :)
 
O Ilusionista said:
That is the trick: First time to me, it crashed. Second time I played it, the animation was flickering. ON the third time and beyond, everything is fine.

Now, everytime I run the game, its fine. Dunno why :)

Hmm. It's possible the engine maybe created an exception for that code in your mod's .cfg file?

Try making it so that unsummonframe is on 0, and summonframe is on 1. Let's see how the engine reacts to that.
 
you need the unsummonframe, because you can summon just ONE entity using this code. I remember that the first char summons the entity, but when I move right or left, the entity doesn't changes. This is why we unsummon it first.
 
It's a shutdown - not a crash, there is a huge difference; actual engine crashes pretty much never happen. The reason I say this is because the engine records the reason it shut down into the log. Post your log text here and lets have a look.

DC
 
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