I don't know how to make a multi tiled mob using 74 frames.
Here is a little code I am using, but icon 12 goes on top of icon 13, It needs to be on the side.
obj
walk13
icon = 'brolly.dmi'
icon_state = "walk12"
layer = MOB_LAYER
density = 1
New()
pixel_y = 31
mob
icon = 'brolly.dmi'
icon_state = "walk13"
Login()
src.overlays += new /obj/walk13/
..()
-MajinRaditz
ID:148702
Nov 4 2002, 9:06 pm
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Nov 4 2002, 9:07 pm
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That piece of code is about as useful as a pile of monkey feces. Less useful, because you can't fling it. What are you trying to do?
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In response to Garthor
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I need to add together 74 diff. frames, for a character for a game, so when they log in they move.
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In response to MajinRaditz
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So, you want a 74-frame animation?
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I'm very confused here. What exactly are you trying to do?
When you talked about multi-tile mobs you said nothing about animation that I recall. So make up your mind: Is it multi-tile mobs with 74 parts you want, or mobs with 74 frames of animation, or multi-tile mobs with a smaller number of parts that just happen to have 74 different possible icons? If it's the last one, then you should never have even mentioned the 74 icons; it doesn't matter one bit how many possible states there are. I was wondering from the beginning why anyone would want a mob to encompass 74 tiles to begin with, though, so it's probably not the first one either. You need to learn to be a lot clearer in describing these things. Now: If all you're after is animation, you should know that you can already create animated icons; support for them is built into the icon editor. Just edit your icon as a movie. If you want one icon for when the mob is standing still, and another (animated) for when it moves, then create those icons with the same state name, but when you edit the state of the animated icon, click the checkbox that says "movement state". Lummox JR |
In response to Garthor
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Garthor wrote:
That piece of code is about as useful as a pile of monkey feces. Less useful, because you can't fling it. What are you trying to do? Amusing as the flinging bit is, all but that last sentence comes off as pretty rude. Can you please stop bashing everyone who gets a little confused? Lummox JR |
In response to Lummox JR
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sorry I should have been more specific, I want a multi tiled mob with 74 parts, like 1 picon would be and arm the other a leg.
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In response to MajinRaditz
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MajinRaditz wrote:
sorry I should have been more specific, I want a multi tiled mob with 74 parts, like 1 picon would be and arm the other a leg. Are you talking about a mob whose icon is made up from these various parts, or one that actually encompasses 74 tiles on the map? The latter is unthinkably huge. If you actually are going after a 74-tile object, then basically you're gonna need a list to keep track of everything: mob Lummox JR |
In response to Lummox JR
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Um, Lummox, it doesn't really matter. Most people on BYOND would do anything to be rude to another for a (quote-unquote) 'reason'
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In response to Hanns
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Hanns wrote:
Um, Lummox, it doesn't really matter. Most people on BYOND would do anything to be rude to another for a (quote-unquote) 'reason' I think you're replying to the wrong post, because what you just said makes no sense in the context of the one you responded to. Lummox JR |
In response to Lummox JR
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Lummox JR wrote:
Hanns wrote: Actually, it was a reply to your post before the other one in this topic. But let's drop this before we both get overly hostile. |
In response to Hanns
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Hanns wrote:
Actually, it was a reply to your post before the other one in this topic. No hostility intended. But in the future please respond to the post you're actually addressing, because it's confusing when you resurrect a point of discussion that's passed without giving it context. Lummox JR |