AlexDC22
Well-known member
so i been using the script below to add special fx to moves...problem is that i cant seem to have it unbind using 4 and or 4 at the end for the flag.
so i started to use the kill entity script...that sorta works...problem is that for example terry here..if you perform the move just before landing,...well the video will show lol...
any way to correct that? using custknife hasnt been fruitful for this and bisons psycho crusher moves, but has worked for others...anyways thanks for the advice.
his animation code
so i started to use the kill entity script...that sorta works...problem is that for example terry here..if you perform the move just before landing,...well the video will show lol...
any way to correct that? using custknife hasnt been fruitful for this and bisons psycho crusher moves, but has worked for others...anyways thanks for the advice.
Code:
void spawn01(void vName, float fX, float fY, float fZ)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fZ: Y location adjustment.
//fY: Z location adjustment.
void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int iDirection = getentityproperty(self, "direction");
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
if (iDirection == 0){ //Is entity facing left?
fX = -fX; //Reverse X direction to match facing.
}
fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
return vSpawn; //Return spawn.
}
void spawn01m(void vName, float fX, float fY, float fZ)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fZ: Y location adjustment.
//fY: Z location adjustment.
void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int iDirection = getentityproperty(self, "direction");
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
if (iDirection == 0){ //Is entity facing left?
fX = -fX; //Reverse X direction to match facing.
}
fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
changeentityproperty(vSpawn, "map", 3);
return vSpawn; //Return spawn.
}
void spawn02m(void vName, float fX, float fY, float fZ)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fZ: Y location adjustment.
//fY: Z location adjustment.
void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int iDirection = getentityproperty(self, "direction");
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name", vName); //Acquire spawn entity by name.
if (iDirection == 0){ //Is entity facing left?
fX = -fX; //Reverse X direction to match facing.
}
fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
changeentityproperty(vSpawn, "map", 1);
return vSpawn; //Return spawn.
}
void spawnbind(void Name, float dx, float dy, float dz)
{ // Spawn and bind other entity
void self = getlocalvar("self");
void Spawn;
Spawn = spawn01(Name, dx, dy, 0);
bindentity(Spawn, self, dx, dz, dy, 0, 0);
}
void spawn02(void vName, float fX, float fY, float fZ, void Alias)
{
//spawn02 (Generic spawner with alias)
//Spawns entity next to caller.
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fZ: Y location adjustment.
//fY: Z location adjustment.
void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int iDirection = getentityproperty(self, "direction");
clearspawnentry(); //Clear current spawn entry.
setspawnentry("name",vName); //Acquire spawn entity by name.
if (iDirection == 0){ //Is entity facing left?
fX = -fX; //Reverse X direction to match facing.
}
fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
vSpawn = spawn(); //Spawn in entity.
changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
changeentityproperty(vSpawn, "name", Alias); //Set Alias to spawned entity
return vSpawn; //Return spawn.
}
void spawnbind02(void Name, float dx, float dy, float dz)
{ // Spawn and bind other entity
void self = getlocalvar("self");
void frame = getentityproperty(self, "animpos");
void Spawn;
Spawn = spawn(Name, dx, dy, 0);
bindentity(Spawn, self, dx, dz, dy, 0, 0);
updateframe(Spawn, frame);
}
////Kill entities//////
void terminate(char target_name)
{// kill any entity on the screen by the given name
//Douglas Baldan - 11.27.2016 - Really thanks for the fix, White Dragon
// Thanks Lagarto
int i;
for (i = 0; i < openborvariant("count_entities"); ++i)
{
void ent = getentity(i);
if ( getentityproperty(ent, "exists") )
{
if ( getentityproperty(ent,"model") == target_name)
{
killentity(ent);
continue;
}
} else continue;
}
return;
}
void terminateAlias(char target_name)
{// kill any entity on the screen by the given name
//Douglas Baldan - 2021.06.17 - Really thanks for the fix, White Dragon
// Thanks Lagarto
int i;
for (i = 0; i < openborvariant("count_entities"); ++i)
{
void ent = getentity(i);
if ( getentityproperty(ent, "exists") )
{
if ( getentityproperty(ent,"name") == target_name)
{
killentity(ent);
continue;
}
} else continue;
}
return;
}
his animation code
Code:
anim runjumpattack
loop 0
offset 34 104
delay 3
sound data/sounds/terpdunk.wav
@cmd spawnbind "tpdunk" 55 60 2 1 4
frame data/chars/terry/rjatk00.gif
offset 34 118
frame data/chars/terry/rjatk01.gif
offset 32 118
frame data/chars/terry/rjatk02.gif
offset 30 120
frame data/chars/terry/rjatk03.gif
offset 25 121
frame data/chars/terry/rjatk04.gif
offset 25 121
frame data/chars/terry/rjatk05.gif
offset 25 120
frame data/chars/terry/rjatk06.gif
offset 22 114
frame data/chars/terry/rjatk07.gif
offset 48 121
@cmd terminate "tpdunk"
delay 20
frame data/chars/terry/rjatk08.gif
offset 48 113
delay 3
frame data/chars/terry/rjatk09.gif
frame data/chars/terry/rjatk09.gif