Viper Snake
Member
The script will let an entity move off a wall or platform, but not change to an animation until it has fallen a set distance. Be sure to use on each frame of the entity RUN, IDLE, and WALK animations.
Usage: @cmd falldelay {animation} {frame} {fall distance}
Example:
Usage: @cmd falldelay {animation} {frame} {fall distance}
Code:
void falldelay (void Ani, int Frame, int fDist)
{// Delayed animation change while falling off a platform.
// Viper Snake - 3/5/2015
void self = getlocalvar("self");
int a = getentityproperty(self,"a"); //Get entity's altitude
int b = getentityproperty(self, "base"); //Get entity's base
if(a > b + fDist){
performattack(self, openborconstant(Ani)); //Change the animation
changeentityproperty(self, "animpos", Frame);
}
}
Example:
Code:
anim idle
loop 1
delay 10
bbox 3 0 18 88
offset 16 87
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/idle0.png
offset 16 86
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/idle1.png
offset 13 87
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/idle2.png
offset 15 88
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/idle3.png
anim walk
bbox 7 0 18 88
offset 17 88
loop 1
delay 10
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/walk0.png
bbox 1 0 18 88
offset 11 87
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/walk1.png
bbox 7 0 18 88
offset 17 85
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/walk2.png
bbox 6 0 18 88
offset 16 88
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/walk3.png
bbox 0 0 18 88
offset 10 87
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/walk4.png
bbox 8 0 18 88
offset 18 86
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/walk5.png
anim run
loop 1
delay 10
bbox 18 0 18 85
offset 28 84
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/run1.png
bbox 24 0 18 81
offset 34 80
sound data/sounds/step1.wav
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/run2.png
bbox 30 0 18 88
offset 40 88
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/run3.png
bbox 29 0 18 85
offset 39 84
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/run4.png
bbox 27 0 18 82
offset 37 81
sound data/sounds/step1.wav
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/run5.png
bbox 20 0 18 88
offset 30 88
@cmd falldelay "ANI_JUMP" 4 25
frame data/chars/marianne/run0.png
anim jump
cancel 0 7 0 D J freespecial3
cancel 0 7 0 A2 freespecial5
cancel 0 7 0 F A2 freespecial8
cancel 0 7 0 U A2 freespecial11
cancel 0 7 0 D A2 freespecial14
dropframe 4
landframe 7
bbox 14 0 18 88
offset 25 87
delay 10
frame data/chars/marianne/jump0.png
offset 25 87
frame data/chars/marianne/jump1.png
offset 25 87
frame data/chars/marianne/jump2.png
bbox 17 0 18 88
offset 28 87
frame data/chars/marianne/jump3.png
bbox 27 8 18 88
offset 38 96
frame data/chars/marianne/jump4.png
bbox 27 22 18 88
offset 38 110
frame data/chars/marianne/jump5.png
bbox 27 24 18 88
offset 38 112
delay 9999
frame data/chars/marianne/jump6.png
delay 1
bbox 3 0 18 88
offset 15 91
frame data/chars/marianne/idle3.png