Hannah Montana
Member
hello. I ask if is possible ,like happen in Tmnt 4 where a foot soldier came, throws a bomb or shoots an arrow and leaves,not being necessary defeat them to go to next screen or stage.
thanks.
thanks.
spawn Putty_Bomber
@script void main() {
performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW11"));
} @end_script
coords -140 190 10
at 528
@cmd killentity getlocalvar("self")
frame data/scenes/conti/zero1.png
anim spawn
loop 1 16 24
delay 12
offset 220 166
bbox 203 111 32 57
frame data/chars/gnollb/wk00.gif # Enter phase
@cmd dasher 1.5 0 0
frame data/chars/gnollb/wk01.gif
frame data/chars/gnollb/wk02.gif
frame data/chars/gnollb/wk03.gif
frame data/chars/gnollb/wk04.gif
frame data/chars/gnollb/wk05.gif
frame data/chars/gnollb/wk06.gif
frame data/chars/gnollb/wk07.gif
delay 10
@cmd dasher 0 0 0
frame data/chars/gnollb/idle00.gif # End of Enter phase
delay 40
frame data/chars/gnollb/a101.gif # Action phase
delay 8
frame data/chars/gnollb/a102.gif
delay 30
@cmd shoot "ArrowE" 43 55 1
sound data/chars/gnollb/sounds/a1sw.wav
frame data/chars/gnollb/a103.gif
delay 40
frame data/chars/gnollb/a101.gif
delay 8
frame data/chars/gnollb/a102.gif
delay 60
@cmd shoot "ArrowE" 43 55 1
sound data/chars/gnollb/sounds/a1sw.wav
frame data/chars/gnollb/a103.gif # End of Action phase
delay 12
@cmd flip
frame data/chars/gnollb/wk00.gif # Leave phase
@cmd dasher 1.5 0 0
frame data/chars/gnollb/wk01.gif
frame data/chars/gnollb/wk02.gif
frame data/chars/gnollb/wk03.gif
frame data/chars/gnollb/wk04.gif
frame data/chars/gnollb/wk05.gif
frame data/chars/gnollb/wk06.gif
frame data/chars/gnollb/wk07.gif
frame data/chars/gnollb/wk00.gif
frame data/chars/gnollb/wk01.gif # End of Leave phase
EndAnimation Direction Speed OffScreenKill Flip Animation
Direction - The direction in which enemy should be moving.
Speed - The speed of the moving enemy.
OffScreenKill - The position off screen the enemy need to be to be killed.
Flip - Which direction the sprite should facing when moving.
Animation - Define which animation should be run after this command.
Shoot Name NewX NewY
Name - The name of the projectile to shoot.
NewX - Variable which be sum with enemy position in X axis.
NewY - Variable which be sum with enemy position in Y axis.
#define WEAPON1 weapon1
#define WEAPON2 weapon2
#define WEAPON3 weapon3
#define LEFT 0
#define RIGHT 1
void EndAnimation(int Direction, float Speed, int OffScreen, int Flip, void Animation)
{
void Self = getlocalvar("self");
if(Direction == 0) Speed = -Speed;
changeentityproperty(Self, "offscreenkill", OffScreen);
changeentityproperty(Self, "facing", Flip);
changeentityproperty(Self, "velocity", Speed, 0, 0);
performattack(Self, openborconstant(Animation));
}
void Shoot(void Name, float NewX, float NewY)
{
void Self = getlocalvar("self");
int X = getentityproperty(Self, "x");
int Y = getentityproperty(Self, "a");
int Z = getentityproperty(Self, "z");
int Direction = getentityproperty(Self, "direction");
if(Direction == 0) NewX = -NewX;
projectile(Name, X + NewX, Z, Y + NewY, Direction, 0, 0, 0);
}
anim spawn
loop 0
offset ... ...
delay 20
@cmd Shoot WEAPON1 0 0
frame ...
@cmd EndAnimation RIGHT 1 100 RIGHT
frame ...