hi burgs6811
Look for the Vars setup in the animate.wdl this is how I control the
animation speed. The problem is you have to make a seperate one for
your player model or else ALL animation will work at these speeds..
I just make a wdl out of the animation wdl call Player.wld and included
it that the bottom of the main wdl and it worked
Here is how I set the Ver's to control it...
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//@ Animate Vars
var anim_attack_ticks = 10;// time for one attack animation cycle<<<<<<<THIS ONE!!!
var anim_stand_ticks = 16; // time for one standing anim cycle
var anim_jump_ticks = 6; // time for one jump animation cycle
var anim_duck_ticks = 8; // time for one duck animation cycle
var anim_walk_dist = 1; // dist per model width per walk cycle
var anim_run_dist = 1.5; // dist per model width per run cycle
var anim_crawl_dist = 0.8; // dist per model width per crawl cycle
var anim_wade_dist = 0.8; // dist per model width per crawl cycle
var anim_swim_dist = 1; // dist per model width per swim cycle
var walk_or_run = 12; // max quants per tick to switch from walk to run animation
//>>>>>>>>>>NOTE: the bigger the number the slower the animation plays<<<<<<<<<<
// strings for defining the animation frames
string anim_stand_str,"stand";
string anim_walk_str,"walk";
string anim_run_str,"run";
string anim_duck_str,"duck";
string anim_swim_str,"swim";
string anim_dive_str,"dive";
string anim_jump_str,"jump";
string anim_crawl_str,"crawl";
string anim_wade_str,"walk";
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remember, the names have to match on both parts!
There is also a way to do it using;
define _ADVANIM_TICK,skill1; // 'tick' related animation
define _ADVANIM_DIST,skill2; // 'dist' related animation
But I haven't figured it out yet!But Useing the
Skill to me would seem like a better way if I
could figure the damn thing out...
I hope this helps
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