sp_seq
August 28th 2006, 03:57 PM

marpro
I know what sp_seq does, but when I use it in a cutscene,I want Dink to hit, He don't do it! The same when I want him to fake die in that cut scene, using sp_seq. Am I doing something wrong here?
Try using it in combination with sp_frame(1, 1);
Ok, but do I have them in a chain of those then like:
sp_frame(1, 1);
sp_frame(1, 2);
sp_frame(1, 3);
sp_frame(1, 1);
sp_frame(1, 2);
sp_frame(1, 3);
Erm, no... I think
sp_seq(1, ###);
sp_frame(1, 1);
should work. Here's a copy of the animation part of item-fst.c:
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);
(&basehit is 100 + direction in that case).
sp_seq(1, ###);
sp_frame(1, 1);
should work. Here's a copy of the animation part of item-fst.c:
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);
(&basehit is 100 + direction in that case).
I've done like this:
sp_seq(1, 524);
sp_frame(1, 1);
sp_kill_wait(1);
wait(300);
playsound(9, 22050,0,0,0);
is something wrong?
sp_seq(1, 524);
sp_frame(1, 1);
sp_kill_wait(1);
wait(300);
playsound(9, 22050,0,0,0);
is something wrong?
Why don't you read the void use(void) from item-fst.c?
sp_nocontrol(); is important when you want Dink to do something... He has that silly idle. sp_base_idle(1,0); and sp_brain(1,0); work as well.













