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Unfortunately, I don't know where the flailing timer is yet, so Barabas (or whoever) will wave his arms desperately as he flies around. So he won't be able to shoot precisely. A little scripting could rule out the flailing anim completely, though. | Unfortunately, I don't know where the flailing timer is yet, so Barabas (or whoever) will wave his arms desperately as he flies around. So he won't be able to shoot precisely. A little scripting could rule out the flailing anim completely, though. | ||
(I've checked it, it works "alright". Doesn't look too nice because the jump_idle anims were never meant to loop, but at least you can aim. That scripting hack will be our lesson number two. ^^ ) | (I've checked it, it works "alright". Doesn't look too nice because the jump_idle anims were never meant to loop, but at least you can aim. That scripting hack will be our lesson number two. ^^ ) | ||
Here is the code to stop flailing: | |||
fork BreakFlail | |||
func BreakFlail() { | |||
chr_wait_animation(0, STRIKEjump_flail) | |||
chr_animate(0, STRRIFjump_idle) | |||
sleep 1 | |||
fork BreakFlail | |||
} | |||
Same thing for that other timer that makes you die in mid-air when you've been falling for too long : I don't know if it's set in the ONCC, or elsewhere, of if it's hardcoded or something... It could ''very well'' be hardcoded or something. | Same thing for that other timer that makes you die in mid-air when you've been falling for too long : I don't know if it's set in the ONCC, or elsewhere, of if it's hardcoded or something... It could ''very well'' be hardcoded or something. |
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