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AE:Barabas: Difference between revisions

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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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