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*The 2 runtime variables '''sc_bind_f2''' and '''sc_bind_f3''' can be set to hold the names of 2 arbitrary animations, say : | *The 2 runtime variables '''sc_bind_f2''' and '''sc_bind_f3''' can be set to hold the names of 2 arbitrary animations, say : | ||
sc_bind_f2= "KONCOMsuper_kick"; | sc_bind_f2= "KONCOMsuper_kick"; | ||
sc_bind_f3= " | sc_bind_f3= "KONOKOendpowerup"; | ||
*Those two animations can then be applied to the authored character at any time during the authoring, by the pressing the '''cutscene1''' or '''cutscene2''' key. | *Those two animations can then be applied to the authored character at any time during the authoring, by the pressing the '''cutscene1''' or '''cutscene2''' key. | ||
*The custom animation's name is stored in the event buffer, so the ''authored'' animations will appear during playback even if '''sc_bind_f2''' and '''sc_bind_f3''' are reset in the meantime. | *The custom animation's name is stored in the event buffer, so the ''authored'' animations will appear during playback even if '''sc_bind_f2''' and '''sc_bind_f3''' are reset in the meantime. |