Well, basically I am trying to animate an attack such as a punch and or kick, any help or a code i could give given? also, please dont say you recommend the guide or demos because ive tried that thousands of times. thanks.
Jul 5 2014, 10:32 pm
Best response
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Well there's flick for starters. Ter also put me on to animate which I have found to be beautiful as of late.
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In response to RicoTheCreator
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There are use-cases for both procs if you check out the links.
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In response to RicoTheCreator
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A simple example:
mob I don't think I can go into any more depth than I already have at this point. It's a pretty straightforward process. |
It worked, so thanks, but would I have to always type it in game for it to work? Or is there a way where It can be like a button or a key that I can press that triggers it?
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In response to RicoTheCreator
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No, you wouldn't. That was just an example -- one that would never be used in a real game -- demonstrating what it does.
Yeah, of course it can be key-binded; it can be used many ways. How it's implemented is for you to decide. |
In response to RicoTheCreator
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The quickest way would be to go into your environment's interface and create a macro that uses your verb as its command. (If you don't have an interface, go to File -> New and click the drop-down menu, selecting interface (.dmf).)
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but now whenever i press "A" which is the key I chose to be flick, something comes up saying "Unrecognized or inaccessible verb: flick"
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Make sure you are replacing underscores with dashes. (You also want to avoid using the same names as core procs, i.e. flick.)
//in the interface: |
Following FKI's example, your macro/verb/command for "A" should be
flick-icon-state "attack"
this will call the verb/command flick_icon_state() but will pass the "attack" argument in that verb/command, like so:
flick_icon_state("attack")
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