: : set_frame_delay causes a brief pause on that particular frame of the animation. If you want the entire animation to speed up, then you'll need to change some numbers in Dink.ini AND the script for the weapon.
: : After the load_squence_now graphics\... line there is a series of numbers. The first number is the sequence number, leave that only. The second number is the speed at which the animation is run. Dinks animations are typically set somewhere around 100. Make it a lower number to go faster, a higher number to go slower.
: does that mean that i must edit the script for every weapon? i'll try. thanks! :o
: i am in the chat room now. do you know how i assign auto fire to a button?
here i have the item-sw3 script:
//item sword 3
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(200);
playsound(8, 8000,0,0,0);
}
void disarm(void)
{
sp_attack_hit_sound(1, 0);
&strength -= 25;
sp_distance(1, 0);
sp_range(1, 0);
kill_this_task();
}
void arm(void)
{
//sword range
sp_distance(1, 50);
sp_range(1, 40);
//sword strength added
&strength += 25;
sp_attack_hit_sound(1, 10);
sp_attack_hit_sound_speed(1, 8000);
init("load_sequence_now graphics\dink\sword\walk\d-sw1- 71 43 64 69 -14 -10 14 10");
init("load_sequence_now graphics\dink\sword\walk\d-sw2- 72 43 35 70 -21 -10 19 10");
init("load_sequence_now graphics\dink\sword\walk\d-sw3- 73 43 28 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\sword\walk\d-sw4- 74 43 66 75 -14 -12 20 12");
init("load_sequence_now graphics\dink\sword\walk\d-sw6- 76 43 27 69 -23 -10 23 10");
init("load_sequence_now graphics\dink\sword\walk\d-sw7- 77 43 38 94 -20 -10 20 10");
init("load_sequence_now graphics\dink\sword\walk\d-sw8- 78 43 30 96 -15 -12 15 12");
init("load_sequence_now graphics\dink\sword\walk\d-sw9- 79 43 31 80 -13 -9 13 9");
init("load_sequence_now graphics\dink\sword\idle\d-si2- 12 250 74 73 -17 -12 16 9");
init("load_sequence_now graphics\dink\sword\idle\d-si4- 14 250 57 103 -11 -12 16 10");
init("load_sequence_now graphics\dink\sword\idle\d-si6- 16 250 30 92 -15 -9 11 9");
init("load_sequence_now graphics\dink\sword\idle\d-si8- 18 250 35 106 -15 -12 15 9");
init("load_sequence_now graphics\dink\sword\hit\d-sa2- 102 75 52 92 -23 -12 24 11");
init("load_sequence_now graphics\dink\sword\hit\d-sa4- 104 75 74 90 -23 -13 23 14");
init("load_sequence_now graphics\dink\sword\hit\d-sa6- 106 75 33 92 -18 -14 18 10");
init("load_sequence_now graphics\dink\sword\hit\d-sa8- 108 75 46 109 -17 -16 17 10");
int &basehit;
}
void pickup(void)
{
Debug("Player now owns this item.");
kill_this_task();
}
void holdingdrop( void )
{
//this is run if the item is dropped while it is armed
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");
}
void drop(void)
{
Debug("Item dropped.");
kill_this_task();
}
what shall i edit? each number in each of the series? also: what about dinks leg speed?