Jump to content
  • 0

binding an animetion to char


Question

Posted

hey friends I used a helper code as a projectile and I wanted to add an animation to the enemy char when it gets hurt by the projectile. I wanted the animation to stick on the enemy even if he gets pushed back or falls. How could I code something like this.

 

heres what I got so far.

 

my char animation

[statedef 220]

type = a

movetype= a

physics = n

ctrl = 0

anim = 220

sprpriority = 1

 

[State 500, 1]

type = Helper

trigger1 =animelem= 14

stateno = 229

pos = 10,-28

postype = p1

ownpal = 1

supermovetime = 0

pausemovetime = 0

 

 

[state 220, 2]

type = playsnd

trigger1 = time = 2

value = 0,4

 

[state 220, 3]

type = changestate

trigger1 = animtime = 0

value = 0

ctrl = 1

 

;---------------------------------------------------------------------------

;my actual  helper

[statedef 229]

type = a

movetype= A

physics = n

ctrl = 0

anim = 230 ;this is the projectile animetion

sprpriority = 2

velset = 1.8,-.08

 

[State hitdef]

type = HitDef

trigger1 = time=0

attr = S, NP

hitflag = maf

animtype = Medium

damage = 30,0

guardflag = MA

pausetime = 1,15

sparkno = s1

hitsound = s5,2

guardsound = s6,0

ground.type = high

ground.slidetime = 15

ground.hittime = 15

ground.velocity = -2.7,-3

air.velocity = -4,3

 

[State 229, 3]

type = ChangeState

trigger1 = movecontact

trigger2 = vel y > 0

trigger2 = pos y > -vel y

value = 223

 

;-------------------------------------------------

;my exploding animation

[statedef 223]

type = A

movetype= A

physics = n

anim =300

ctrl = 0

sprpriority = 2

velset = 0,0

 

 

[state safe pos ground]

type = posset

trigger1 = !time

trigger1 = pos y > 0

y = 0

[State end]

type = DestroySelf

trigger1 = !animtime

 

 

4 answers to this question

Recommended Posts

  • 0
Posted

haha well ill be dammed it worked you are a genius.

I added the bindtotarget on the exploding state

and it works like a miracle.

how could I get the target to move back because the

ground.velocity doest effect him anymore.

 

  • 0
Posted

srry but I guess it didn't work. I wanted the animation to be on top of the target even if the target walks or jumps or flys away you know  binding it no matter what.

 

  On 3/6/2016 at 12:49 PM, Ryon said:

you can use a bindtotarget code or a posset code.

[State 0, BindToTarget]
type = BindToTarget
trigger1 = !time
time = 99
ID = -1
pos = 0,0,Mid

or


[State 0, PosSet]
type = PosSet
trigger1 = 1
x = target,pos x
y = 0

 

Expand  

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...