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Animation Names in MED #118531
03/20/07 21:18
03/20/07 21:18
Joined: Mar 2007
Posts: 17
HIALEAH GARDENS
aaron1a12e Offline OP
Warez User
aaron1a12e  Offline OP
Warez User

Joined: Mar 2007
Posts: 17
HIALEAH GARDENS
Can I create some extra animations (instead of "walk", "stand", or "death", "walkCarryingGun"?) and then execute them in script?

Re: Animation Names in MED [Re: aaron1a12e] #118532
03/20/07 22:19
03/20/07 22:19
Joined: Jan 2007
Posts: 651
Germany
R
RedPhoenix Offline
User
RedPhoenix  Offline
User
R

Joined: Jan 2007
Posts: 651
Germany
Of course you can name your animations as you want, you just have to number them ("go1,go2,go3,go4;attack1,attack2,attack3,whatever1...). You have to start with 0 or 1 (depends on engine version or it doesn't matter). In script you can use the animation names with ent_animate or ent_cycle

Re: Animation Names in MED [Re: RedPhoenix] #118533
03/21/07 22:12
03/21/07 22:12
Joined: Sep 2005
Posts: 274
Switzerland - Zurich
zwecklos Offline
Member
zwecklos  Offline
Member

Joined: Sep 2005
Posts: 274
Switzerland - Zurich
You also can access the frames directly by using entity.frame

For example:

if(my.frame <= 30)
{
my.frame += 1 * time;
}

Its a bit more complicated than using ent_animate or ent_cycle but it works

Re: Animation Names in MED [Re: zwecklos] #118534
04/02/07 20:14
04/02/07 20:14
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
aaron1a12e: I'm not sure where you got your copy from. But if you paid money, you've been ripped off. Demand your cash back or get legal help.

The illegal version of 3DGameStudio DOES NOT WORK.
Please do not ask for help, you will only get into legal trouble.


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