quakeframe does not work correctly

hi every one
can some one tell me how i can create an earthquake that works perfectly ?
most of the times quakeframe does not work
is there any way that i could create a small earthquake that works every time.
 
Solution
Hi @pedramtolo,

I don't recommend using the quakeframe directly in any entity. To work properly, I suggest creating an entity specifically to create the quake effect, and spawn it every time it's needed.

Here's an example:
Code:
name        QuakeHigh
type        none
shadow        0
lifespan    1

anim idle
    quakeframe 0 4 6
    loop    0
    delay    12
    offset    1 1
    frame    data/chars/misc/quake/empty.gif
    frame    data/chars/misc/quake/empty.gif
Hi @pedramtolo,

I don't recommend using the quakeframe directly in any entity. To work properly, I suggest creating an entity specifically to create the quake effect, and spawn it every time it's needed.

Here's an example:
Code:
name        QuakeHigh
type        none
shadow        0
lifespan    1

anim idle
    quakeframe 0 4 6
    loop    0
    delay    12
    offset    1 1
    frame    data/chars/misc/quake/empty.gif
    frame    data/chars/misc/quake/empty.gif
 
Solution
The quakeframe doesn't work for that type of effects, it only works when a player falls to the ground, a fatal blow, ect. Due to the complicated system of codes that it has, it does not take long to be executed again once executed. It is best if you do it with scripts. I use that method and it works wonderfully, besides that with it in earthquake it is more controlled.

Here I leave you an entity that generates a generic earthquake with scripts: quaker2

And the script. It goes in data/scripts: quake
 
it only works when a player falls to the ground
Despite the similar names, this is the description of the "noquake" function, which is different from the "quakeframe".

For a simple quake effect, it can be done with the "quakeframe" inside an exclusive "quake" entity.
However, I agree that the scripted version (which I'm using) certainly is better than the native method, once you have more control over it :)
 
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