is there a command or script to added/set a hitflash to a pain anim? i mean not just a flash kind entity with spawnframe but an actual hitflash to play when sayd anim bbox get hit independent of the attack that hits it.
any way of pausing/freezeing an anim when falling or preforming a jumpframe? like in fall anim set x frame to get freeze or stop falling for x time for example
void floater( int Time )
{// Floats in Time centiseconds
void self = getlocalvar("self");
int eTime = openborvariant("elapsed_time");
changeentityproperty(self, "tosstime", eTime + 2*Time);
}
anim pain10
loop 0
spawnframe 3
subentity wn
sound data/chars/subzero/ice2.wav
drawmethod 256 256 0 0 0 0 1
delay 15
offset 29 134
bbox 7 1 37 80
@cmd spawnbind "wn" 0 0 1 1 1
frame data/chars/monk4/5000-0.png
offset 31 133
frame data/chars/monk4/5000-10.png
offset 38 129
delay 300
frame data/chars/monk4/5000-20.png
delay 1
frame data/chars/monk4/5000-20.png
anim fall10
loop 0
delay 300
spawnframe 1
subentity wn
landframe 9
drawmethod 256 256 0 0 0 0 1
sound data/chars/subzero/ice2.wav
@cmd floater 300
offset 67 160
bbox 0 9 48 80
@cmd spawnbind "wn" 0 0 1 1 1
frame data/chars/monk4/672-2.png
nodrawmethod
delay 7
offset 67 160
bbox 3 14 53 93
frame data/chars/monk4/672-2.png
offset 67 160
frame data/chars/monk4/672-2.png
frame data/chars/monk4/672-2.png
offset 84 138
bbox 6 21 71 71
frame data/chars/monk4/672-3.png
frame data/chars/monk4/672-3.png
offset 87 135
delay 10
frame data/chars/monk4/5030-26.png
offset 87 115
frame data/chars/monk4/5030-26.png
delay 30
offset 123 91
frame data/chars/monk4/5400-1.png
delay 10
offset 128 21
bbox 4 -6 111 33
frame data/chars/monk4/1243-6.png
frame data/chars/monk4/1243-6.png
delay 20
frame data/chars/monk4/1243-6.png
anim pain10
loop 0
delay 10
offset 102 162
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif
delay 300
frame data/chars/misc/empty.gif
delay 1
frame data/chars/misc/empty.gif
anim fall10
loop 0
delay 300
offset 67 160
frame data/chars/misc/empty.gif
delay 7
frame data/chars/misc/empty.gif
anim pain5
loop 0
@cmd spawnbind "wn2" 0 0 1 1 4
delay 3
offset 67 160
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif
anim fall5
loop 0
@cmd spawnbind "wn2" 0 0 1 1 4
delay 3
offset 67 160
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif