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Dink animation help
I have made the graphics (8 frames) for another dink animation, like walk, idel, etc.



I want it to be run by a command, like a key press, or otherwise.



What scripting is required for such a thing.   I really need help.  I can't script
Re: Dink animation help
: I have made the graphics (8 frames) for another dink animation, like walk, idel, etc.

: I want it to be run by a command, like a key press, or otherwise.

: What scripting is required for such a thing. I really need help. I can't script



first, look at a tutorial covering graphics. It will say something like; put the new graphics sequence in a folder in your dmods graphics folder. Each frame must be named like name-01, name-02 ect... Then change your dmods "dink.ini" file. Look at how each seq. is loaded and add your new seq with the next seq. #( 849 ??)

EG:load_sequence graphics\torch\tor- 870 75

thats the graphics folder,sprite folder,sprite name(without the 01,02,ect), then the assigned seq. #,(870). The "75" is a delay between animation frames. Put "NOTANIM" for unanimated things like trees.

. Open the editor. (I suggest windinkedit v. 8.0 )Your new seq. should appear after those spikes or whatever is last.

Now you can place it with the editor, use a brain 6 command to repeat the animation or whatever. If you need it to walk like with brain 9,10, or 16, then the seq. # should probably be a multiple of 10, like 850, or 860. Thats it you have done all the graphics to walk in 4 directions. (1,3,7,and 9 on the # pad.)

Learning how to script this into play gets pretty involved. read a tutorial and we'll be here to help. ;)

Re: Dink animation help
: : I have made the graphics (8 frames) for another dink animation, like walk, idel, etc.

: : I want it to be run by a command, like a key press, or otherwise.

: : What scripting is required for such a thing. I really need help. I can't script

: first, look at a tutorial covering graphics. It will say something like; put the new graphics sequence in a folder in your dmods graphics folder. Each frame must be named like name-01, name-02 ect... Then change your dmods "dink.ini" file. Look at how each seq. is loaded and add your new seq with the next seq. #( 849 ??)

: EG:load_sequence graphics\torch\tor- 870 75

: thats the graphics folder,sprite folder,sprite name(without the 01,02,ect), then the assigned seq. #,(870). The "75" is a delay between animation frames. Put "NOTANIM" for unanimated things like trees.

: . Open the editor. (I suggest windinkedit v. 8.0 )Your new seq. should appear after those spikes or whatever is last.

: Now you can place it with the editor, use a brain 6 command to repeat the animation or whatever. If you need it to walk like with brain 9,10, or 16, then the seq. # should probably be a multiple of 10, like 850, or 860. Thats it you have done all the graphics to walk in 4 directions. (1,3,7,and 9 on the # pad.)

: Learning how to script this into play gets pretty involved. read a tutorial and we'll be here to help. ;)



Oh, after it's in, to make dink look like that, try a command like

sp_base_walk(1,850);

sp_base_idle(1,850);

or somthin'

Re: Dink animation help
: I have made the graphics (8 frames) for another dink animation, like walk, idel, etc.

: I want it to be run by a command, like a key press, or otherwise.

: What scripting is required for such a thing. I really need help. I can't script



Hmm, you can't really add another animation mode as such. What you'd have to do is temporarily change Dink's walking animation to the running one and raise his speed. Take a look at item-sw1 and item-bt to learn how to do thouse things.