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Attack frames changing - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Resources (https://mirage-engine.uk/forums/forumdisplay.php?fid=49) +---- Thread: Attack frames changing (/showthread.php?tid=1111) |
Attack frames changing - FirZen - 19-07-2007 Greetings I would be greatly apreciated if anyone could guide me on these modifications: Remove standing frame between attacks. (This one first) Have an animation for melee attack and another animation for ranged attacks. Both should be 2 frames long. FirZen Re: Attack frames changing - William - 20-07-2007 Im not going to give you the code, but you should check out the code in bltPlayer. It will have something like this in it: Code: If (player(index).yoffset < PIC_Y / 1) then Then Anim decides which frame it is. I believe Anim = 3 is the attack frame and Anim = 0 is the walking. And concerning the extra two frames thing, make a check. Use: Code: GetPlayerWeaponSlot (MyIndex) I know you need to know some programming to complete this, I dont have the time. But maybe some one else will. Re: Attack frames changing - Matt - 20-07-2007 Actually unless you add an extra frame to each direction, It's anim 0, 1, and 2. Re: Attack frames changing - FirZen - 20-07-2007 Well I'm not asking for the code. But hey, still the same. Maybe I need to check again and again... This is why I use ES. I suck at VB. FirZen Re: Attack frames changing - Robin - 20-07-2007 if attacking = true then if attacktimer + 250 = gettickcount then anim 1 elseif attacktime + 500 = gettickccount then anim 2 end if end if |