help with this enemy

esn23

Active member
Okay a few things here is the video the frist thing is she doesnt run at all even though i gave her a run animation.. Also her throw she throws them way to far she is supposed to flip them over her but not make them go flying that far how do i fix this?


i think she is throwing them the wrong way as she is flipping

here is her code
name FemPur3
health 80
speed 15
type enemy
shadow 0
nodieblink 1
offscreenkill 200
diesound data/chars/emma/die.wav
icon data/chars/FemPur/icon.png
palette data/chars/FemPur/pal3.png


anim idle
loop 1
offset 75 153
bbox 75 94 16 58
delay 10
frame data/chars/FemPur/stand1.png
frame data/chars/FemPur/stand2.png
frame data/chars/FemPur/stand3.png
frame data/chars/FemPur/stand4.png

anim walk
loop 1
offset 75 153
bbox 75 94 16 58
delay 10
      frame data/chars/FemPur/wlk1.png
      bbox 75 94 16 58
      frame data/chars/FemPur/wlk2.png
bbox 75 94 16 58
      frame data/chars/FemPur/wlk3.png
      bbox 75 94 16 58
      frame data/chars/FemPur/wlk4.png

anim run
loop      1
delay      12
offset    75 153
bbox      73 98 19 57
        frame      data/chars/FemPur/run1.png
        bbox      46 119 48 33
        frame      data/chars/FemPur/run2.png
        bbox      77 106 20 46
        frame      data/chars/FemPur/run4.png
        bbox      66 115 51 27
        frame      data/chars/FemPur/run5.png
        bbox      64 94 17 58
        frame      data/chars/FemPur/run6.png
        bbox      73 91 14 62
        frame      data/chars/FemPur/run7.png

anim throw
        loop      0
delay      20
offset    75 153
        sound data/chars/Emma/a3.wav
        frame      data/chars/FemPur/run1.png
        delay      20
        frame      data/chars/FemPur/run2.png
        delay      20
        frame      data/chars/FemPur/run3.png
        delay      20
        frame      data/chars/FemPur/run5.png
        delay      20
        frame      data/chars/FemPur/run6.png
        delay      20
        frame      data/chars/FemPur/run7.png
       

anim pain
offset 75 153
bbox 68 93 24 58
delay 30
frame data/chars/FemPur/pain.png


        #frozen
anim pain3
offset 75 153
bbox 68 93 24 58
delay 150
sound data/sounds/frozen.wav
        frame data/chars/FemPur/freeze.png

        #Stun
anim pain4
loop 1
        offset 75 153
bbox 61 83 35 69
delay 30
frame data/chars/FemPur/stun1.png
        delay 30
frame data/chars/FemPur/stun2.png
        delay 30
frame data/chars/FemPur/stun3.png
        delay 30
frame data/chars/FemPur/stun4.png
        delay 30
frame data/chars/FemPur/stun5.png

anim bpain
@script
if(frame==0)
{
void self = getlocalvar("self");
void e;
clearspawnentry();
setspawnentry("name", "ReactFX");
e = spawn();
bindentity(e, self,0,1,0,1,4);
}
@end_script
delay 30
offset 75 153
bbox 70 84 22 71
frame data/chars/misc/empty.gif

anim spain
@script
if(frame==0)
{
void self = getlocalvar("self");
void e;
clearspawnentry();
setspawnentry("name", "ReactFX");
e = spawn();
bindentity(e, self,0,1,0,1,4);
}
@end_script
delay 30
offset 75 153
bbox 70 84 22 71
frame data/chars/misc/empty.gif


anim fall
delay 10
landframe 2
offset 75 153
frame data/chars/FemPur/pain2.png
frame data/chars/FemPur/fall1.png
frame data/chars/FemPur/fall2.png
        frame  data/chars/FemPur/fall3.png
        frame  data/chars/FemPur/fall4.png

anim rise
delay 15
offset 75 153
        frame data/chars/FemPur/land2.png
frame data/chars/FemPur/land1.png

anim jump
delay 20
        offset  75 153
bbox 69 93 22 61
frame data/chars/FemPur/jmp1.png
delay 20
bbox  73  94  16  45
frame data/chars/FemPur/jmp2.png
delay 30
bbox  73  94  16  38
frame data/chars/FemPur/jmp3.png

anim jumpland
delay 20
        offset  75 153
bbox 73 107 16 46
        frame data/chars/FemPur/land1.png
        bbox 68 120 21 32
frame data/chars/FemPur/land2.png
        bbox 73 107 16 46
        frame data/chars/FemPur/land1.png

anim jumpattack
range 0 100
        delay 15
hitflash flash2
        offset 66 114
bbox 80 94 19 37
frame data/chars/FemPur/a3-1.png
delay  15
attack  100  92  36  12  15  1
sound data/chars/Emma/a3.wav
bbox  81  93  56  22
frame data/chars/FemPur/a3-2.png

anim attack1
range 0 70
delay 7
offset 75 153
bbox 70 114 21 34
frame data/chars/FemPur/a2-1.png
hitflash flash2   
      delay    10
      frame data/chars/FemPur/a2-2.png
      delay    10
      sound data/chars/Emma/a1.wav
      attack 95 114 37 14 20 1 0
      frame data/chars/FemPur/a2-3.png
      attack 0 0 0 0 0 0
      delay 10
      frame data/chars/FemPur/a2-2.png
      frame data/chars/FemPur/a2-1.png

 
Ah you should just spawn it normally then, because of what you said in first post I thought you needed a projectile.  I have the same trouble with lifespan sometimes, can't make it the right timing.

spawnframe {frame} {x} {z} {a} {relative}

~Used to make entity to spawn another entity. Normally it is used to spawn enemy. Spawning with this has no limit.
~The spawned entity is determined by 'subentity' or 'custentity'.
~{frame} determines at which frame the other entity is spawned.
~{x} determines spawn range in x axis.
~{z} determines spawn range in z axis.
~{a} determines spawn range in y axis.
~{relative} determines where the other entity is spawned.
0, count from the spawner. Spawned entity will face same direction with the spawner.
1, count from screen offset.
~Regardless of spawned entities, 'group' settings (see below) in level texts won't prevent them from being spawned at all. Though, after they are spawned, 'group' will still count them.

Code:
anim    freespecial
custentity     nameofentity
spawnframe 1 0 0 0 0

is it for the actual txt of the effect or for the main txt file of the char?  also the name part is that the name of the effect?
I meant this script for the effect on her head, use it in the player's animation that does the move

Code:
@cmd spawnbind "nameofentity" 0 0 0

remember to load the effect in the player first.  You can see that this limits you to one spawn.  But you can use this script instead of spawnframe to do multiple spawns.

void spawn01(void vName, float fX, float fY, float fZ)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey
//07/06/2007
//
//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.
}

Code:
@cmd spawn01 "nameofentity" 0 0 0 0
 
hmmm its a normal attack not a free specail.. Now it wont show up
anim attack1
custentity    emat1
        spawnframe 1 0 0 0 0
        delay      60
offset    66 114
hitflash flash
        bbox      56 51 18 63
        frame      data/chars/Emma/a1.png
 
this is confusing

anim jumpland
delay 5
        offset  66 114
bbox 55 62 25 53
frame data/chars/Emma/ll.png
        bbox 59 57 23 56
        frame data/chars/Emma/l2.png

this is for her land
it makes openborcrash with this message
Unable to load file 'data/chars/Emma/ll.png'

i tried changing the name and nothing
 
So for prime female sentinel i had an attack planned for her it sorta like a trap she throws a ball of enegry out a little in front of her and it stays there if a player runs into it it blows up and slows down their movment speed.. I tried @cmd projectile and it doesnt work..

https://www.youtube.com/watch?v=b41V2VgYaV0

I want it something like that but i dont want it to go out that far and i only want it to destroy itself if i player runs into it.. And then i want the player to be slowed i found this in the manual


edelay {Mode} {Factor} {Cap Min} {Cap Max} {Range Min} {Range Max}

~Adjusts entity's delay in all animations. Very useful if you want to make Haste or Slow effect ala Dungeon & Dragons without making new models.
~{Mode} defines how {factor} is applied to delay.
0 = Original delay + {factor}
1 = Original delay * {factor}
~{Factor} is the value you want to apply to delay.
~{Cap Min} is possible shortest delay.
~{Cap Max} is possible longest delay.
~{Range Min} is the shortest original delay that will be adjusted. Useful to prevent short delays such as 1 centisecond delay to be shortened.
~{Range Max} is the longest original delay that will be adjusted. Useful to prevent long delays such as 500 centiseconds delay to be extended.

but i need to know how to put this together as a whole
 
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