The Dink Network

'Firefist' animation goes too fast

August 11th 2003, 12:00 PM
peasantmb.gif
I made some script for the item 'firefist', it's already the normal fist script just modified.
It hits alright, armed alright, and the animation when Dink hits goes too fast, faster than the normal fist...or even when Dink shoots a fireball, the anim doesn't go so fast.
Here's the script:

//item firefists

void use( void )
{
//disallow diagonal punches

if (sp_dir(1, -1) == 1)
sp_dir(1, 2);
if (sp_dir(1, -1) == 3)
sp_dir(1, 2);
if (sp_dir(1, -1) == 7)
sp_dir(1, 8);
if (sp_dir(1, -1) == 9)
sp_dir(1, 8);

&basehit = sp_dir(1, -1);
&basehit += 100; //100 is the 'base' for the hit animations, we just add
//the direction
sp_seq(1, &basehit);
sp_frame(1, 1); //reset seq to 1st frame
sp_kill_wait(1); //make sure dink will punch right away
sp_nocontrol(1, 1); //dink can't move until anim is done!
wait(1);
playsound(8, 8000,0,0,0);

}

void disarm(void)
{
debug("Killed firefists");

kill_this_task();
}

void arm(void)
{
init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9");

init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10");
init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9");

init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9");
init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9");

init("load_sequence_now graphics\dink\hit\magic\ds-m2- 102 30 60 84 -15 -9 16 7");
init("load_sequence_now graphics\dink\hit\magic\ds-m4- 104 30 61 86 -13 -7 15 8");
init("load_sequence_now graphics\dink\hit\magic\ds-m6- 106 30 60 86 -11 -8 13 9");
init("load_sequence_now graphics\dink\hit\magic\ds-m8- 108 30 61 83 -15 -4 15 14");
debug("firefists armed");

int &basehit;
}

void pickup(void)
{
Debug("Player now owns this item.");
kill_this_task();
}

void drop(void)
{
Debug("Item dropped.");
kill_this_task();
}

Hmm, any idea on how can I make this hitting sequence play a bit slower? Maybe a frame_delay?

Thanks.

August 11th 2003, 12:08 PM
stonegiant.gif
i have no idea

now i wish i was a top C+ scripter
August 11th 2003, 02:45 PM
custom_king.png
redink1
King He/Him United States bloop
A mother ducking wizard 
The animation speed is defined right in your init/dink.ini lines:

init("load_sequence_now graphics\dink\hit\magic\ds-m2- 102 30 60 84 -15 -9 16 7");

Just change that 30 to 75 in those init lines, and tada, it should be the correct speed.
August 11th 2003, 03:01 PM
custom_fish.png
SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
That is why he is the Pimp Daddy of the network. KING, I meant King!!
*PUSHES REDINKS BROTHEL "EMPLOYEES" BEHIND A CURTAIN AND WHISTLES NONCHALENTLY*
August 11th 2003, 04:26 PM
wizardg.gif
Paul
Peasant He/Him United States
 
You may wanna make a copy of the sequence (not the bmps themselves, just a new sequence number) otherwise magicspells which also use that animation will be to slow. Oh, and don't forget to use set_frame_special, so Dink can actually hit.
August 11th 2003, 04:29 PM
peasantmb.gif
Yes! It works now. YEEP Thanks alot redink1!
August 11th 2003, 04:45 PM
peasantmb.gif
Hmm, yep, actually, you have a point there Paul.
Ehm, but I think (not sure about this) that the sequence for spells is 320 or so (or maybe only for Dink throwing pig food?). But yeah, I'd best back up the anims to other sequences..thanks