oldyz
Well-known member
i have these zombies that are laying down, normally you can hit them before they get up.
when they are "randomized" you can't hit them for about 1 centisecond, using the old method - but they pretty much behave the same
now with the new "weapon model" method , i can't figure out how to make them do their spawn animation - the plan is to have a total of 3 frames do the "weapon" change, but i cant make the script work - they go from laying down to walking right away -
here is the script:
i tried with this change, but all it does is make the zombie model stand & not do anything until you hit it
@script
void self = getlocalvar("self");
if(frame == 1){
changeentityproperty(self, "aiflag", "attacking", 1);
changeentityproperty(self, "aiflag", "idling", 0);
changeentityproperty(self, "takeaction", "common_spawn");
}
@end_script
i also tried using this script on the anifollow & the same thing happens:
anim follow1
@script
void self = getlocalvar("self");
if(frame == 0){
changeentityproperty(self, "takeaction", "common_spawn");
}
@end_script
delay 1
offset 124 124
bbox 0 0 0 0
weaponframe 0 1
frame data/chars/zombie/24
when they are "randomized" you can't hit them for about 1 centisecond, using the old method - but they pretty much behave the same
now with the new "weapon model" method , i can't figure out how to make them do their spawn animation - the plan is to have a total of 3 frames do the "weapon" change, but i cant make the script work - they go from laying down to walking right away -
here is the script:
Code:
name zombieA-M
health 204
nolife 1
type enemy
#lifespan 3
shadow 3
gfxshadow 1
noquake 1
falldie 1
nodieblink 3
animationscript data/scripts/zombie.c
weapons zombiea zombiea-3 zombiea-6 zombiea-8 zombiea-12 zombiea-13 zombieA-M
weaploss 3
modelflag 3
palette data/chars/zombie/00a
alternatepal data/chars/zombie/alt1a
alternatepal data/chars/zombie/alt2a
alternatepal data/chars/zombie/alt3a
alternatepal data/chars/zombie/alt4a
alternatepal data/chars/zombie/alt2a
load zombiea
load zombiea-3
load zombiea-6
load zombiea-8
load zombiea-12
load zombiea-13
anim spawn
delay 1
offset 124 124
bbox 0 0 0 0
weaponframe 1 6
frame data/chars/zombie/24
@script
void self = getlocalvar("self");
if(frame == 1){
changeentityproperty(self, "aiflag", "attacking", 1);
changeentityproperty(self, "aiflag", "idling", 0);
changeentityproperty(self, "takeaction", "common_attack_proc");
}
@end_script
frame data/chars/zombie/24
i tried with this change, but all it does is make the zombie model stand & not do anything until you hit it
@script
void self = getlocalvar("self");
if(frame == 1){
changeentityproperty(self, "aiflag", "attacking", 1);
changeentityproperty(self, "aiflag", "idling", 0);
changeentityproperty(self, "takeaction", "common_spawn");
}
@end_script
i also tried using this script on the anifollow & the same thing happens:
anim follow1
@script
void self = getlocalvar("self");
if(frame == 0){
changeentityproperty(self, "takeaction", "common_spawn");
}
@end_script
delay 1
offset 124 124
bbox 0 0 0 0
weaponframe 0 1
frame data/chars/zombie/24