Having an issue with spawnbind2

esn23

Active member
Hey guys Im suing @cmdspawnbind2 and it seems as though the images are ghosting one another.. What i did was make a cool sprite effect for each frame of the aniamtion to look like a pulsating shield around the char.. The problem is when i play the game the character has a ghosting effect from the last animation.. For example when she goes from walk to stand the walking spawnbind plays over the idol pose until its done.. I would like the animations to stop when the animations switch.. Here is an example of my code..

anim idle
loop 1
offset 122 182
delay 35
frame data/chars/Morgana/idle00.png
spawnBind2 "MAeigis" 0 0 0 0 4
delay 20
frame data/chars/Morgana/idle00.png
frame data/chars/Morgana/idle01.png
frame data/chars/Morgana/idle02.png
frame data/chars/Morgana/idle03.png

here is the entity that the spawnbind spawns

name MAeigis
type     none
shadow     0
palette none
candamage enemy obstacle
lifespan 1
no_adjust_base 0
alpha 1
setlayer 1250
speed 0
nomove 1



anim idle
loop 0
delay  20
offset 122 182
        frame data/chars/Morgana/Aeigis/idle00.png
        frame data/chars/Morgana/Aeigis/idle01.png
        frame data/chars/Morgana/Aeigis/idle02.png
        frame data/chars/Morgana/Aeigis/idle03.png

        what am i doing wrong?  This is how i coded all the animations each with their own spawnbind2 with their own animations.. But like i said the animation should cut off when going into another animation but instead it ghosts over it..
 
This is how I use:

@cmd spawnbind "ironchi" 0 2 1 0 6
frame data/chars/ironfist/fre7.gif

~Notice: You can combine those values for bindanimation, so it can be 6 which means 2 and 4 (2 Also keep same frame as the target. 4 Kill the entity if the animation doesn't match.)

The spawnbind function that I use:

Code:
void spawnbind(void Name, float dx, float dy, float dz, int iDir,int iBind)
{ // Spawn and bind other entity
   void self = getlocalvar("self");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, 0);
   bindentity(Spawn, self, dx, dz, dy, iDir, iBind);
}

Works perfectly for me. I have all effects from Iron First inside the same entity and I spawn that entity IRONCHI on the animation that I need.
 
when i do it without spawnbind2 it will use the idol bind perfectly but when i switch to walk or any other animations the spawnbind doesn't show up :(  When i use just spawnbind2 on all animations they show up but the animation ghosts over to other animations even if i put 4 or 6 after..
 
The problem is this you have spawnbind in your idle  animation so each time idle loops or you return to idle it will spawnbind another entity.

Try this spawnbind the entity on spawn animation but not the 1st frame (this will cause a bug) maybe the 4th frame of spawn animation that way it will only spawn the entity once.

Another thing make sure the the binded entity has delay 0 as if you use ibind 6 it will force the animation frame to match. Both entities should have the same number of frames and all the same animation names.  For any animations that you do not want to see the binded entity just have frames with empty images.
 
Thank you guys i got it to work for the most part but maybe you could help me with this as well

anim    freespecial7
loop    1 1 2
cancel    1 2 0 A2 freespecial8
delay    10
offset    122 182
@cmd spawnBind "MAeigis6" 0 0 0 0 6
frame    data/chars/Morgana/duck00.png
frame    data/chars/Morgana/duck01.png
@cmd    keyint "ANI_freespecial8" 0 "A2" 0 0
@cmd spawnBind "MAeigis7" 0 0 0 0 6
frame    data/chars/Morgana/duck01.png
frame    data/chars/Morgana/duck01.png
frame    data/chars/Morgana/duck01.png


anim freespecial8
delay 10
offset 122 182
loop 0
frame    data/chars/Morgana/duck01.png
frame    data/chars/Morgana/duck00.png

In this below code she crouches down when you press a button and then crouches up when you press the button again.. However the spawn bind i made for her while she is crouching is not applying at all.. When she crouches I wanted a glow to loop over her but it isn't.  Thanks for your help O and everyone else as the rest works perfectly.
 
There is a bug in the latest releases when using spawnbind sometimes the entity will not be spawned for now try using a older build (v6391) until a new release is made.

https://github.com/DCurrent/openbor/releases/tag/v6391
 
Im not using the latest release i think it has to do with the way i coded it because its bound in the first part of the animation just not when she is crouching
 
Back
Top Bottom