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animierte Waffen #369
01/19/01 22:55
01/19/01 22:55

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Ich weiß, dass viele Topics das Thema behandeln, aber eine richtige Antwort gibts noch nicht:
WIE MACHE ICH EINE ANIMIERTE WAFFE!
(Schußanimation)

Re: animierte Waffen #370
01/21/01 08:39
01/21/01 08:39

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Kinnas was los? Im "Magazine" steht folgendes Skripte bei animiierten Waffen, aber das funzt nicht!

var weapon_delay 1;
function _gun_anim () // CALL this from within your standard gun action
{
WHILE (1)
{
IF (KEY_CTRL == 1)
{
MY.FRAME = 1;
WHILE (MY.FRAME < 16)
{
MY.FRAME += TIME;
IF (MY.FRAME > 15)
{
MY.FRAME = 16;
}
WAITT weapon_delay;
}
}
WAIT 1;
}




Re: animierte Waffen #371
01/24/01 08:30
01/24/01 08:30

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BITÄÄÄÄÄÄÄ ich sitz hier schon eine ewigleit dran!!

Re: animierte Waffen #372
01/24/01 08:34
01/24/01 08:34

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Also ich würds ja so machen:


var animin {var 0;}
var delayflag {var 0;}
var weapondelay {val 5;}

if (key_cntrl==0) {animin=1;}

if (animin==1) {
if (delayflag==0) {
if (MY.FRAME < 16) {MY.FRAME +=1* TIME;}
else {my.frame=1;delayflag=1;}
} else
{weapondelay-=1;
if (weapondelay==1) {delayflag=0;weapondelay=5;animin=0;}
}
}


Die Waffenverzögerung wird in der IF Loop nochmal angegeben "Weapondely=5" (also nicht nur über den var steuerbar)

Habs noch nicht getestet...

M.f.G
Madcat

[This message has been edited by Madcat (edited 23 January 2001).]


Re: animierte Waffen #373
02/17/01 00:13
02/17/01 00:13
Joined: Aug 2000
Posts: 156
Berlin/Germany
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Viper1109 Offline
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Joined: Aug 2000
Posts: 156
Berlin/Germany
ACTION gun1
{
MY.__ROTATE = ON; // gun rotates before being picked up
MY.__REPEAT = ON; // repeats (Auto-fire)
MY.__BOB = ON; // 'bobs' when the player moves
MY.SKILL1 = 32; // x,y,z pos of the gun
MY.SKILL2 = 15;
MY.SKILL3 = 15;
MY._AMMOTYPE = 1.250;
MY._WEAPONNUMBER = 1; // weapon number (press 3 to equip)
MY._BULLETSPEED = 1000.5; // bulletspeed '.' recoil
MY._FIRETIME = 2; // time to cycle (reload)

MY._FIREMODE = DAMAGE_SHOOT + HIT_FLASH + HIT_SMOKE + FIRE_PARTICLE + 0.2 + HIT_HOLE;

gun();
_gun_anim();
}

/////////////////////////////////////////////var weapon_delay = 1; // pause between animation cycles

var anim_shoot_ticks = 15; // time for one standing anim cycle 16

STRING anim_shoot_str,"shoot";

function _gun_anim () // CALL this from within your standard gun action
{
while(1)
{
if(KEY_CTRL | | MOUSE_LEFT == 1)
{
MY._ANIMDIST += TIME;
if(MY._ANIMDIST > anim_shoot_ticks)
{
MY._ANIMDIST -= anim_shoot_ticks;
}
temp = 100 * MY._ANIMDIST / anim_shoot_ticks;
ent_cycle(anim_shoot_str,temp); }
WAITT weapon_delay;
}
}


Re: animierte Waffen #374
02/17/01 08:48
02/17/01 08:48

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Danke danke, aber diese Topic ist schon was verjährt...

Re: animierte Waffen #375
02/17/01 14:47
02/17/01 14:47
Joined: Aug 2000
Posts: 156
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Viper1109 Offline
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Joined: Aug 2000
Posts: 156
Berlin/Germany
bitte bitte steve, vieleicht kann ja jemand anderes denn code gebrauchen

Re: animierte Waffen #376
06/13/01 12:59
06/13/01 12:59

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Ha, Silly Me!!! just realized that this snippet was in the old AUM01. Viper shows how to implement it so THANKS!

[This message has been edited by mbee (edited 13 June 2001).]


Re: animierte Waffen #377
06/16/01 04:01
06/16/01 04:01

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while (weapon_fire && weapon_number ==4)
{
MY.FRAME = 1;
WHILE (MY.FRAME < 28)
{
MY.FRAME += TIME;
IF (MY.FRAME > 27)
{
MY.FRAME = 1;
goto ende;
}
WAITT 1;
}

WAIT 1;
}

ende:



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