I think i know what the problem is, yes you're right you have to replace them with something.


}
IF (my.animblend == jump || my.animblend == fall) {
IF (my.jumping_mode == 3) { my.animate = 60; }
ent_animate(my,"jump",my.animate,0);
my.animate += 10 * animation_speed * time;
my.currentframe = jump;
IF (my.animate >= 60 && my.jumping_mode == 1) { my.jumping_mode = 2; }
IF (my.animate >= 100) {
ent_animate(my,"jump",100,0);
my.animate = 100;
my.blendframe = stand;
IF (my.move_x != 0 || my.move_y != 0) {
IF (key_shift == 1) { my.blendframe = walk; } ELSE { my.blendframe =
run; }
}
}
}

as you could tell alot relys on the animation not all of it but alot, so i guess you would have to replace the animation skill-checks with fake ones, you might be able to make a function that slowly increases a skill like "jumping" from 1 to 100 and have it check that insted of the animation % i'm sure that would work ...

but if you are going to have animations evantualy anyway it would be better to create some temp animation so you don't have to change too much code...

Hope that helps, GOOD LUCK!

Oh, P.S i think jumping has to = 0 to jump again...

Last edited by RyuShinji; 03/22/08 13:00.