Burning tree
Okay I'm back with a seemingly random bug that's been, yes, bugging me
I implemented the club from the Weapons Pack into a dmod, but when I do and I burn a tree with hellfire, for a split second the up direction of the club walk or idle animation displays, like maybe only one frame, and then the tree burns as usual.
Here's the arm procedure of the club, nothing seems wrong with it as far as I can tell :/
I implemented the club from the Weapons Pack into a dmod, but when I do and I burn a tree with hellfire, for a split second the up direction of the club walk or idle animation displays, like maybe only one frame, and then the tree burns as usual.
Here's the arm procedure of the club, nothing seems wrong with it as far as I can tell :/
void arm(void)
{
int &basehit;
&defense -= 5;
&strength += 7;
sp_distance(1, 60);
sp_range(1, 50);
sp_attack_hit_sound(1, 10);
sp_attack_hit_sound_speed(1, 8000);
init("load_sequence_now graphics\dink\club\walk\d-sw1- 71 43 64 69 -14 -10 14 10");
init("load_sequence_now graphics\dink\club\walk\d-sw2- 72 43 35 70 -21 -10 19 10");
init("load_sequence_now graphics\dink\club\walk\d-sw3- 73 43 28 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\club\walk\d-sw4- 74 43 66 75 -14 -12 20 12");
init("load_sequence_now graphics\dink\club\walk\d-sw6- 76 43 27 69 -23 -10 23 10");
init("load_sequence_now graphics\dink\club\walk\d-sw7- 77 43 38 94 -20 -10 20 10");
init("load_sequence_now graphics\dink\club\walk\d-sw8- 78 43 30 96 -15 -12 15 12");
init("load_sequence_now graphics\dink\club\walk\d-sw9- 79 43 31 80 -13 -9 13 9");
init("load_sequence_now graphics\dink\club\idle\d-si2- 12 250 74 73 -17 -12 16 9");
init("load_sequence_now graphics\dink\club\idle\d-si4- 14 250 57 103 -11 -12 16 10");
init("load_sequence_now graphics\dink\club\idle\d-si6- 16 250 30 92 -15 -9 11 9");
init("load_sequence_now graphics\dink\club\idle\d-si8- 18 250 35 106 -15 -12 15 9");
init("load_sequence_now graphics\dink\club\hit\d-sa2- 102 75 52 92 -23 -12 24 11");
init("load_sequence_now graphics\dink\club\hit\d-sa4- 104 75 74 90 -23 -13 23 14");
init("load_sequence_now graphics\dink\club\hit\d-sa6- 106 75 33 92 -18 -14 18 10");
init("load_sequence_now graphics\dink\club\hit\d-sa8- 108 75 46 109 -17 -16 17 10");
}
Never mind, after some reading I found out what the problem was. It's annoying really >
I had to load the club graphics into the dink ini first, instead of the fist, because the club idle had 2 frames extra and apparently the sequence with the most frames needs to be loaded first in order for the ingame init lines to work correctly. This is going to require some serious planning later on...
I had to load the club graphics into the dink ini first, instead of the fist, because the club idle had 2 frames extra and apparently the sequence with the most frames needs to be loaded first in order for the ingame init lines to work correctly. This is going to require some serious planning later on...






