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Attack frames changing http://www.miragesource.net/forums/viewtopic.php?f=210&t=2302 |
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Author: | FirZen [ Thu Jul 19, 2007 11:34 pm ] |
Post subject: | Attack frames changing |
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 |
Author: | William [ Fri Jul 20, 2007 1:03 am ] |
Post subject: | Re: Attack frames changing |
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. |
Author: | Matt [ Fri Jul 20, 2007 2:12 am ] |
Post subject: | Re: Attack frames changing |
Actually unless you add an extra frame to each direction, It's anim 0, 1, and 2. |
Author: | FirZen [ Fri Jul 20, 2007 5:48 pm ] |
Post subject: | Re: Attack frames changing |
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 |
Author: | Robin [ Fri Jul 20, 2007 5:58 pm ] |
Post subject: | Re: Attack frames changing |
if attacking = true then if attacktimer + 250 = gettickcount then anim 1 elseif attacktime + 500 = gettickccount then anim 2 end if end if |
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