Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Attack frames changing
#1
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
Reply
#2
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
  anim = 1
end If

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)
To see what weapon is used and blit from that.

I know you need to know some programming to complete this, I dont have the time. But maybe some one else will.
Reply
#3
Actually unless you add an extra frame to each direction, It's anim 0, 1, and 2.
Reply
#4
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
Reply
#5
if attacking = true then
if attacktimer + 250 = gettickcount then
anim 1
elseif attacktime + 500 = gettickccount then
anim 2
end if
end if
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)