dunde said:After finishing this animation, the agent will be in ready position.
That is the speed of the animation. The higher the number, the slower the animation will progress. To make your animation faster, simply reduce the number.xPearse said:dunde said:After finishing this animation, the agent will be in ready position.
Ok thanks but what is different if you have a number instead of ready, also what does that 2.0 there in bold mean. Im guessing the speed of the animation, the animation ingame acts like slow motion so how would I fix that.
["reload_pistol", 0,
[2.0, "reloadpistol", 1, 15, blend_in_0],
Zirkhovsky said:That is the speed of the animation. The higher the number, the slower the animation will progress. To make your animation faster, simply reduce the number.xPearse said:dunde said:After finishing this animation, the agent will be in ready position.
Ok thanks but what is different if you have a number instead of ready, also what does that 2.0 there in bold mean. Im guessing the speed of the animation, the animation ingame acts like slow motion so how would I fix that.
["reload_pistol", 0,
[2.0, "reloadpistol", 1, 15, blend_in_0],
ms_ts_2007 said:A quick multipart question:
I want to add a spear, with only thrust damage. I know how to do that. What I want is to have the thrust to be really quick. I dont mean the troop to have 10000000 thrusting atacks per minute, but a normal number of atacks that are really quick. What determines the duration of the atack ? My guess is the animation, but correct me if I am wrong. Thus, for a item with thrust_onehanded_lance property, what is the animation file I need to mofidy and how ?
Thank you.
Put this in a mission you want..In the mission_templates..And why did you disappear?phantom96 said:I am back! A quick question, how to make it so that when a key is pressed an animation is played... I already have the animation , it is the cheer one
common_whatever = (0, 0, 0, [
(key_clicked, key_v), ##or (key_is_down, key_v), put anything in place of key_X
], [
(get_player_agent_no, ":agent"),
(agent_set_animation, ":agent", "anim_cheer", 1), ##Name of the animation
(agent_play_sound,":agent","snd_man_warcry"), ##Name of the sound
])
GoldEagleMNE said:Put this in a mission you want..In the mission_templates..And why did you disappear?phantom96 said:I am back! A quick question, how to make it so that when a key is pressed an animation is played... I already have the animation , it is the cheer one
Code:common_whatever = (0, 0, 0, [ (key_clicked, key_v), ##or (key_is_down, key_v), put anything in place of key_X ], [ (get_player_agent_no, ":agent"), (agent_set_animation, ":agent", "anim_cheer", 1), ##Name of the animation (agent_play_sound,":agent","snd_man_warcry"), ##Name of the sound ])
(0, 0, 0, [],
[
(key_clicked, key_m),
(try_begin),
(get_player_agent_no, ":agent"),
(agent_set_animation, ":agent", "anim_cheer", 1), ##Name of the animation
(agent_play_sound,":agent","snd_man_warcry"), ##Name of the sound
(try_end),
]),
No it doesn't: you probably based that conclusion on playing in "Host a Server" mode, which is a bad way to test multiplayer mods - it is more similar to single player, for the hoster. You need to test multiplayer features using a dedicated server (you can run it on the same computer).phantom96 said:This code works in MP
Vornne said:No it doesn't: you probably based that conclusion on playing in "Host a Server" mode, which is a bad way to test multiplayer mods - it is more similar to single player, for the hoster. You need to test multiplayer features using a dedicated server (you can run it on the same computer).phantom96 said:This code works in MP
The get_player_agent_no is a single player operation: you need to have the key_clicked part run on the clients, which sends a network message to the server requesting the war cry, then in the server message handler you should run some checks to decide whether the sender_player_no is allowed to do a war cry (at least check agent is active and alive, maybe have some sort of spam prevention), then run the agent_set_animation and agent_play_sound on the server (so it will be synchronized automatically with nearby clients).