Solved Change animation depending on the remap

Question that is answered or resolved.

dantedevil

Well-known member
I am working on creating an entity that has different animations depending on its "remap". 😊
In this way we can have different compartments of the same entity, without having to create several entities of the same type.
I've tried to create the correct script, but I can't. :cautious:

Code:
anim    death
@script
  if(frame == 0){
    void self = getlocalvar("self");
        int  iMap = getentityproperty(self, "map"); // Get caller's remap.


    if(Map =="1"){
performattack(self, openborconstant("ANI_DIE73"));
    }
    if(Map =="2"){
performattack(self, openborconstant("ANI_DIE73"));
    }
  }
@end_script
    jumpframe    0 4 -1
    loop    0
    delay    2
    offset    62 60
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    offset    1 1
        @cmd    killentity getlocalvar("self")
    frame   data/chars/misc/empty.png
 
Solution
Well, this works for me in my mod, so dissect it for your needs
Code:
@script
                void self = getlocalvar("self");
            void vmap = getentityproperty(self, "map");
        if ((getentityproperty(self, "direction")==1)&&( vmap == 1 )&&(frame == 1)){
            changeentityproperty(self, "velocity", 6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
        }
        if ((getentityproperty(self, "direction")==0)&&( vmap == 1 )&&(frame == 1)){
            changeentityproperty(self, "velocity", -6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
        }
        if ((getentityproperty(self, "direction")==1)&&( vmap == 2...
try Map == 1
also try not using frame 0, it doesnt work all the time, use frame 1and set delay 1 on first frame so its super fast if its an issue that its being show.
i had this kind of script but in spawn so i could control what char i want to be shown using just one entity and sendint it to different anims on different spsawns, also works witlh health values nicey but thats derailing i suppose.
 
Thanks my friend!
I just tried your suggestions, but it keeps giving me an error. :(

Loaded 'barrelroll' from data/chars/misc/obstacles/barrelroll.txt

Script compile error in 'Barrelroll': Map line 137, column 7

********** An Error Occurred **********
* Shutting Down *

Can't compile script 'Barrelroll' data/chars/misc/obstacles/barrelroll.txt

Here the complete file entity:
Code:
name        Barrelroll
health    1
height 40
type        obstacle
candamage       player
gfxshadow 1 3
noquake      1
nolife      1
flash        flash
noatflash       1
offscreenkill    1000
hostile        none
subject_to_hole 1
subject_to_wall 1
#no_adjust_base  0
score 2000 5

diesound     data/sounds/wood.wav


animationscript data/scripts/spitems.h
#takedamagescript data/scripts/weapkillo.c
diesound     data/sounds/wood.wav

palette      data/chars/misc/obstacles/barrelroll01.png
alternatepal data/chars/misc/obstacles/barrelroll00.png
alternatepal data/chars/misc/obstacles/barrelroll00b.png


anim spawn
@script
    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");

    if(dir == 1){
      changeentityproperty(self, "velocity", 0.65);
    } else {
      changeentityproperty(self, "velocity", -0.65);
    }
@end_script
        loop    1
@script
    void self = getlocalvar("self");

    if(frame == 0){
      changeentityproperty(self, "aiflag", "idling", 1);
    }
@end_script
    delay    3
    offset    62 60
    bbox    23 8 74 54
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        frame    data/chars/misc/obstacles/barrelroll04.png



anim idle
@script
    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");

    if(dir == 1){
      changeentityproperty(self, "velocity", 0.7);
    } else {
      changeentityproperty(self, "velocity", -0.7);
    }
@end_script
        loop    1
    delay    3
        followanim 1
        followcond 1
    offset    62 60
    bbox    23  -10 74 72
    hitfx    data/sounds/indirect.wav
    hitflash  flash
        attack13  23 8 74 54 10 1 1 0 0 15
        @cmd    osk 100
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        frame    data/chars/misc/obstacles/barrelroll04.png
    attack 0 0 0 0 0 0 0 0
        frame    data/chars/misc/obstacles/barrelroll04.png


anim    follow1
@script
    void self = getlocalvar("self");
    int dir = getentityproperty(self, "direction");

    if(dir == 1){
      changeentityproperty(self, "velocity", 0.7);
    } else {
      changeentityproperty(self, "velocity", -0.7);
    }
@end_script
        loop    0
    delay    3
    offset    62 60
    bbox    23  -10 74 72
        @cmd    osk 100
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll02.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll03.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        frame    data/chars/misc/obstacles/barrelroll04.png
        @cmd    beidle
        frame    data/chars/misc/obstacles/barrelroll04.png


anim    WALKOFF
loop    0
@script      
void self = getlocalvar("self");
if( frame == 0)
{
    int r = rand()%99;
    if (r <0)
        {            // If the r is negative,
            r = r*-1;    // Make it positive
        }
    if( r >=0 && r <=25)
        {
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
        }
    else if( r >=26 && r <=50)
        {
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
        }

        else if( r >=51 && r <=75)
        {
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW4"));
        }
        else if( r >=76 && r <=99)
        {
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
        }
     
}
@end_script
delay    5
    offset    62 60
    bbox    23  -10 74 72
    #platform    221 221 259 259 5 40
    jumpframe    6 3.3 1.25 0.17
        attack13  23 8 74 54 10 1 1 0 0 15
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png



anim    follow2
delay    5
    offset    62 60
    bbox    23  -10 74 72
    #platform    221 221 259 259 5 40
    jumpframe    6 3.3 1.25 0.2
    hitfx    data/sounds/indirect.wav
    hitflash    flash
        attack13  23 8 74 54 10 1 1 0 0 15
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
    sound    data/sounds/jump.wav
        frame    data/chars/misc/obstacles/barrelroll01.png
        landframe 9
        frame    data/chars/misc/obstacles/barrelroll01.png
        delay    999
        frame    data/chars/misc/obstacles/barrelroll01.png
        delay    1
    sound    data/sounds/land.wav
        frame    data/chars/misc/obstacles/barrelroll01.png
        @cmd    leaper 0.5 1.5 0
        frame    data/chars/misc/obstacles/barrelroll01.png



anim    follow3
delay    5
    offset    62 60
    bbox    23  -10 74 72
    #platform    221 221 259 259 5 40
    jumpframe    6 3.3 1 0.37
    hitfx    data/sounds/indirect.wav
    hitflash    flash
        attack13  23 8 74 54 10 1 1 0 0 15
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
    sound    data/sounds/jump.wav
        frame    data/chars/misc/obstacles/barrelroll01.png
        landframe 9
        frame    data/chars/misc/obstacles/barrelroll01.png
        delay    999
        frame    data/chars/misc/obstacles/barrelroll01.png
        delay    1
    sound    data/sounds/land.wav
        frame    data/chars/misc/obstacles/barrelroll01.png
        @cmd    leaper 0.5 1.5 0
        frame    data/chars/misc/obstacles/barrelroll01.png



anim    follow4
delay    5
    offset    62 60
    bbox    23  -10 74 72
    #platform    221 221 259 259 5 40
    jumpframe    6 3.3 0.75 0.54
    hitfx    data/sounds/indirect.wav
    hitflash    flash
        attack13  23 8 74 54 10 1 1 0 0 15
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
    sound    data/sounds/jump.wav
        frame    data/chars/misc/obstacles/barrelroll01.png
        landframe 9
        frame    data/chars/misc/obstacles/barrelroll01.png
        delay    999
        frame    data/chars/misc/obstacles/barrelroll01.png
        delay    1
    sound    data/sounds/land.wav
        frame    data/chars/misc/obstacles/barrelroll01.png
        @cmd    leaper 0.5 1.5 0
        frame    data/chars/misc/obstacles/barrelroll01.png


anim    follow5
delay    5
    offset    62 60
    bbox    23  -10 74 72
    #platform    221 221 259 259 5 40
    jumpframe    6 3.3 0.5 0.7
    hitfx    data/sounds/indirect.wav
    hitflash    flash
        attack13  23 8 74 54 10 1 1 0 0 15
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
        frame    data/chars/misc/obstacles/barrelroll01.png
    sound    data/sounds/jump.wav
        frame    data/chars/misc/obstacles/barrelroll01.png
        landframe 9
        frame    data/chars/misc/obstacles/barrelroll01.png
        delay    999
        frame    data/chars/misc/obstacles/barrelroll01.png
        delay    1
    sound    data/sounds/land.wav
        frame    data/chars/misc/obstacles/barrelroll01.png
        @cmd    leaper 0.5 1.5 0
        frame    data/chars/misc/obstacles/barrelroll01.png




anim    death
@script
  if(frame == 1){
    void self = getlocalvar("self");
        int  iMap = getentityproperty(self, "map"); // Get caller's remap.


    if(Map ==1){
performattack(self, openborconstant("ANI_DIE73"));
    }
    if(Map ==2){
performattack(self, openborconstant("ANI_DIE73"));
    }
  }
@end_script
    jumpframe    0 4 -1
    loop    0
    delay    1
    offset    62 60
    frame    data/chars/misc/obstacles/barrelroll05.png
    delay    2
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    offset    1 1
        @cmd    killentity getlocalvar("self")
    frame   data/chars/misc/empty.png


anim    death73
    jumpframe    0 6 -4
    loop    0
    delay    2
    offset    62 60
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll05.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/empty.png
    frame    data/chars/misc/obstacles/barrelroll06.png
    frame    data/chars/misc/empty.png
    offset    1 1
        @cmd    killentity getlocalvar("self")
    frame   data/chars/misc/empty.png
 
Well, this works for me in my mod, so dissect it for your needs
Code:
@script
                void self = getlocalvar("self");
            void vmap = getentityproperty(self, "map");
        if ((getentityproperty(self, "direction")==1)&&( vmap == 1 )&&(frame == 1)){
            changeentityproperty(self, "velocity", 6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
        }
        if ((getentityproperty(self, "direction")==0)&&( vmap == 1 )&&(frame == 1)){
            changeentityproperty(self, "velocity", -6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
        }
        if ((getentityproperty(self, "direction")==1)&&( vmap == 2 )&&(frame == 1)){
            changeentityproperty(self, "velocity", 6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
        }
        if ((getentityproperty(self, "direction")==0)&&( vmap == 2 )&&(frame == 1)){
            changeentityproperty(self, "velocity", -6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
        }
        if ((getentityproperty(self, "direction")==1)&&( vmap == 3 )&&(frame == 1)){
            changeentityproperty(self, "velocity", 6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
        }
     if ((getentityproperty(self, "direction")==0)&&( vmap ==3 )&&(frame == 1)){
            changeentityproperty(self, "velocity", -6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW3"));
        }
             if ((getentityproperty(self, "direction")==0)&&( vmap ==4 )&&(frame == 1)){
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW4"));
        }
                if ((getentityproperty(self, "direction")==1)&&( vmap == 5 )&&(frame == 1)){
            changeentityproperty(self, "velocity", 6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
        }
     if ((getentityproperty(self, "direction")==0)&&( vmap ==5 )&&(frame == 1)){
            changeentityproperty(self, "velocity", -6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
        }
        if ((getentityproperty(self, "direction")==1)&&( vmap == 6 )&&(frame == 1)){
            changeentityproperty(self, "velocity", 0, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW6"));
        }
     if ((getentityproperty(self, "direction")==0)&&( vmap ==6 )&&(frame == 1)){
            changeentityproperty(self, "velocity", 0, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW6"));
        }

    if ((getentityproperty(self, "direction")==1)&&( vmap == 7 )&&(frame == 1)){
     changeentityproperty(self, "velocity", 6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW7"));
        }
     if ((getentityproperty(self, "direction")==0)&&( vmap ==7 )&&(frame == 1)){
       changeentityproperty(self, "velocity", -6, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW7"));
        }
              if ((getentityproperty(self, "direction")==1)&&( vmap == 8 )&&(frame == 1)){
     changeentityproperty(self, "velocity", 4, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW8"));
        }
     if ((getentityproperty(self, "direction")==0)&&( vmap ==8 )&&(frame == 1)){
       changeentityproperty(self, "velocity", -4, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW8"));
        }
             if (( vmap ==9 )&&(frame == 1)){
       changeentityproperty(self, "velocity", 0, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW9"));
        }
                      if ((getentityproperty(self, "direction")==1)&&( vmap == 10 )&&(frame == 1)){
     changeentityproperty(self, "velocity", 3, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW10"));
        }
     if ((getentityproperty(self, "direction")==0)&&( vmap ==10 )&&(frame == 1)){
       changeentityproperty(self, "velocity", -3, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW10"));
        }
                     if (( vmap ==11 )&&(frame == 1)){
       changeentityproperty(self, "velocity", 0, 0, 0);
       changeentityproperty(self, "offscreenkill", 99999);
                    changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW11"));
        }
                      if ((getentityproperty(self, "direction")==1)&&( vmap == 12 )&&(frame == 1)){
     changeentityproperty(self, "velocity", 4, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW12"));
        }
     if ((getentityproperty(self, "direction")==0)&&( vmap ==12 )&&(frame == 1)){
       changeentityproperty(self, "velocity", -4, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW12"));
        }
         if (( vmap ==13 )&&(frame == 1)){
       changeentityproperty(self, "velocity", 0, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW13"));
        }
             if (( vmap ==14 )&&(frame == 1)){
       changeentityproperty(self, "velocity", 0, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW14"));
        }
                     if (( vmap ==15 )&&(frame == 1)){
       changeentityproperty(self, "velocity", 0, 0, 0);
                  changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW15"));
        }
    @end_script
 
Solution
Thanks my friend! :D
@msmalik681 just explained to me where my mistake is:
if(Map ==1) should be if(iMap ==1)

as you declared it with the name iMap
I see in your script your use "void vmap" then use "vmap ==". (y)
That's was my error. 😬

Thank you very much for sharing your script, it is very useful for me to better understand how to apply it to other ideas. 🤜🤛
 
Back
Top Bottom