paulo.bender
Member
Greetings, fellow developers!
I've made a special move for one of my characters that is a super jump, following below:
Here are the animation scripts that I'm calling:
I'd like to lead the character to a funcional jump, where it's capable to jumpattack and such. Should I change any aiflags? should I substitute "performattack" by "executeanimation" on the animframe animatioscript?
I've made a special move for one of my characters that is a super jump, following below:
Code:
anim freespecial6 #Super Jump
loop 1 4 7
dropframe 7
offset 48 63
delay 5
frame data/chars/tails/jumpland_00.png
frame data/chars/tails/jumpland_01.png
bbox 37 32 22 32
frame data/chars/tails/superjump_00.png
delay 1
@cmd dash 0 6
@cmd keymove 1
frame data/chars/tails/superjump_01.png
delay 3
frame data/chars/tails/superjump_02.png
frame data/chars/tails/superjump_03.png
frame data/chars/tails/superjump_01.png
frame data/chars/tails/superjump_04.png
@cmd animframe "ANI_JUMP"
frame data/chars/tails/superjump_04.png
Here are the animation scripts that I'm calling:
Code:
void dash( float Vx, float Vy, float Vz )
{
void self = getlocalvar("self");
int dir = getentityproperty(self,"direction");
if(dir==0)
{
Vx = -Vx ;
}
changeentityproperty(self, "velocity", Vx, Vz, Vy);
}
Code:
void animframe (void Ani, int Frame)
{
void self = getlocalvar("self");
performattack (self, openborconstant(Ani),1);
changeentityproperty(self, "animpos", Frame);
}
Code:
void keymove(float V, int flip)
{// Move hero if direction button is pressed
void self = getlocalvar("self");
int iPIndex = getentityproperty(self,"playerindex"); //Get player index
float xdir = 0;
float zdir = 0;
if (playerkeys(iPIndex, 0, "moveleft")) // Left is pressed?
{
xdir = -V;
if (flip != NULL()) {changeentityproperty(self, "direction", 0);}
}
if (playerkeys(iPIndex, 0, "moveright")) // Right is pressed?
{
xdir = V;
if (flip != NULL()) {changeentityproperty(self, "direction", 1);}
}
if (playerkeys(iPIndex, 0, "moveup")) {zdir = (-V*0.5);} // Up is pressed?
if (playerkeys(iPIndex, 0, "movedown")) {zdir = ( V*0.5);} // Down is pressed?
changeentityproperty(self, "velocity", xdir, zdir, NULL());
}
I'd like to lead the character to a funcional jump, where it's capable to jumpattack and such. Should I change any aiflags? should I substitute "performattack" by "executeanimation" on the animframe animatioscript?