aL BeasTie
Well-known member
Speaking of Next Mutation, and going a bit off topic, I just uploaded a reedited version of a fight scene seen in the show
pretty cool 8)
Speaking of Next Mutation, and going a bit off topic, I just uploaded a reedited version of a fight scene seen in the show
miguelo777 said:i means unused sprites of the turtles holding enemy weapons or the retromutant gun (from that 80s tv chapter).
White Dragon said:Mersox you have to fix the walk animation during the map.
When you stop the turtle to walk and turn it in idle, the turtle looks down in anycase.
Use changeentityproperty(player,"aiflag","idlemode",NUMBER) to set the new direction.
For example when you are in walking animation changeentityproperty(player,"aiflag","idlemode",2)
when you are in up anim changeentityproperty(player,"aiflag","idlemode",3) and when you are in down anim
changeentityproperty(player,"aiflag","idlemode",1)
so:
IDLE1 == look down
IDLE2 == look left or right
IDLE3 == look up
and fix the velocity on map because sometime when you stop to press a button, the character continues to go forward.
BTW great game!!
BeasTie said:I've ripped those sprites for someone already. But they wouldn't suit this mod.
name roadkill_rodney
health 8
speed 16
type enemy
jumpheight 4
jumpspeedf 0.1
shadow 1
aironly 1
nolife 1
noquake 1
bounce 0
cantgrab 1
falldie 1
aggression 10
knockdowncount -1
load explosion_safe
score 1 -1
nodieblink 2
nomove 1
aimove wander
animationscript data/scripts/script.c
subject_to_screen 1
palette none
anim spawn
loop 0
offset 19 55
bbox 6 27 18 29
delay 20
jumpframe 2
landframe 43
frame data/chars/misc/empty.gif
frame data/chars/roadkill_rodney/spawn01.png
frame data/chars/roadkill_rodney/spawn02.png
delay 3
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
frame data/chars/roadkill_rodney/spawn03.png
frame data/chars/roadkill_rodney/spawn04.png
delay 10
frame data/chars/roadkill_rodney/spawn05.png
anim rise
loop 0
offset 19 55
bbox 6 27 18 29
delay 1
frame data/chars/roadkill_rodney/idle.png
anim idle
@script
void self = getlocalvar("self");
int pos = openborvariant("xpos");
int selfx = getentityproperty(self, "x");
int selfz = getentityproperty(self, "z");
if (((selfx > 290)||(selfx < 30))&&(selfz < 160)&&(frame > 0)){
performattack(self, openborconstant("ANI_FOLLOW3"));
}
if (((selfx > 290)||(selfx < 30))&&(selfz > 225)&&(frame > 0)){
performattack(self, openborconstant("ANI_FOLLOW2"));
}
else if (((selfx > 290)||(selfx < 30))&&(frame > 0)){
performattack(self, openborconstant("ANI_FOLLOW1"));
}
@end_script
loop 1
offset 19 55
bbox 6 27 18 29
delay 2
move 3
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
anim follow1 ***move down RANDOM
@script
void self = getlocalvar("self");
if( frame == 0){
int r = rand()%50;
if( r > 0){
performattack(self, openborconstant("ANI_FOLLOW2"));
}
}
@end_script
loop 0
offset 19 55
bbox 6 27 18 29
flipframe 15
delay 2
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
move 2
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 1
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 0
movez 2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 1
movez 2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
anim follow2 ***move up
loop 0
offset 19 55
bbox 6 27 18 29
flipframe 15
delay 2
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
move 2
movez -2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 1
movez -2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 0
movez -2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 1
movez -2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez -2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
anim follow3 ***move down
loop 0
offset 19 55
bbox 6 27 18 29
flipframe 15
delay 2
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
move 2
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 1
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 0
movez 2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
move 1
movez 2
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/turn.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 2
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 2
movez 0
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
frame data/chars/roadkill_rodney/walk.png
anim walk
loop 1
offset 19 55
bbox 6 27 18 29
delay 15
frame data/chars/roadkill_rodney/walk.png
anim attack1
range 20 300
rangez 0 5
loop 0
offset 19 55
bbox 6 27 18 29
move 0
delay 3
move 2
sound data/sounds/(tmnt2/roadkill_brake.wav
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 1
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/idle.png
move 0
delay 20
frame data/chars/roadkill_rodney/idle.png
frame data/chars/roadkill_rodney/shoot01.png
delay 50
frame data/chars/roadkill_rodney/shoot02.png
delay 20
frame data/chars/roadkill_rodney/shoot01.png
frame data/chars/roadkill_rodney/idle.png
anim pain
loop 0
jumpframe 0 1 -1
landframe 1
delay 400
offset 19 55
bbox 6 27 18 29
sound data/sounds/(tmnt2/hit01.wav
frame data/chars/roadkill_rodney/walk.png
delay 1
frame data/chars/roadkill_rodney/walk.png
delay 9
frame data/chars/roadkill_rodney/whip01.png
frame data/chars/roadkill_rodney/whip02.png
frame data/chars/roadkill_rodney/whip03.png
shock 20 27 45 14 2 0 0 1 0 6
frame data/chars/roadkill_rodney/whip04.png
shock 20 27 54 24 2 0 0 1 0 6
frame data/chars/roadkill_rodney/whip05.png
shock 0 0 0 0 0 0
frame data/chars/roadkill_rodney/whip06.png
frame data/chars/roadkill_rodney/whip07.png
frame data/chars/roadkill_rodney/idle.png
anim fall
loop 0
jumpframe 0 1 -1
landframe 1
delay 400
offset 19 55
bbox 6 27 18 29
sound data/sounds/(tmnt2/hit01.wav
frame data/chars/roadkill_rodney/walk.png
delay 1
frame data/chars/roadkill_rodney/walk.png
delay 9
frame data/chars/roadkill_rodney/whip01.png
frame data/chars/roadkill_rodney/whip02.png
frame data/chars/roadkill_rodney/whip03.png
shock 20 27 45 14 2 0 0 1 0 6
frame data/chars/roadkill_rodney/whip04.png
shock 20 27 54 24 2 0 0 1 0 6
frame data/chars/roadkill_rodney/whip05.png
shock 0 0 0 0 0 0
frame data/chars/roadkill_rodney/whip06.png
frame data/chars/roadkill_rodney/whip07.png
frame data/chars/roadkill_rodney/idle.png
anim death
loop 0
jumpframe 0 2 -2
landframe 1
delay 200
offset 19 55
sound data/sounds/(tmnt2/hit01.wav
frame data/chars/roadkill_rodney/dead.png
delay 50
frame data/chars/roadkill_rodney/dead.png
delay 1
@cmd spawn01 "explosion_safe" 0 0 1
frame data/chars/misc/empty.gif
BeasTie said:Cool, looks great, so the special thing here is how you coded the way he moves around?
The electrocution anim could last longer to be more like the arcade, is fine either way thou.
maxman said:Great job, mersox! The movement looks really unique which I haven't seen in enemy entities in other mods. Very creative, indeed.