Solved Help me with some scripts

Question that is answered or resolved.

Smart Kitty

Well-known member
Hello, I have been looking the wiki for a few days to get whats new on 4.0. There's a lot of cool features well explained, but there's some that maybe my brain is not braining but I found some I couldn't understand that well I wanted. I am trying to change an animation, I have found the modernized version of the
Code:
changeentityproperty()
I think, the
Code:
set_entity_property(void <entity handle>, int <identifier>, x);
is the one I took a peak at, it has some animation handling methods but it says but it says it does not changes the animation and so it's better to use the old
Code:
performattack()
method but as far a I remember a bit it was for attack animations while my animation is not related to attack, it is there a way to do it or the
Code:
performattack()
it's still fine to do it. I got an issue of getting the engine yelling at me becase I imported from an old 3.0 a script that changes the character direction. I took a peak again into the entity properties again and I couldn't find the "direction" method for changing face in there, found something similar on the new
Code:
set_animation_property()
called the flip_frame but I couldn't make it work. Someone could explain me a bit and tell me how the flipping works on the 4.0? Thanks in advance :>
 
Solution
method but as far a I remember a bit it was for attack animations while my animation is not related to attack, it is there a way to do it or the


Performattack() is still valid. There is also executeanimation() which does the same thing without setting any attack flags. Most of the time you'll never know the difference, but AI does read attack flag to judge certain behaviors.

called the flip_frame but I couldn't make it work. Someone could explain me a bit and tell me how the flipping works on the 4.0? Thanks in advance :>

1765401606994.png

C-like:
void acting_entity = getlocalvar("self");

set_entity_property(acting_entity, openborconstant("ENTITY_PROPERTY_POSITION_DIRECTION")...
method but as far a I remember a bit it was for attack animations while my animation is not related to attack, it is there a way to do it or the


Performattack() is still valid. There is also executeanimation() which does the same thing without setting any attack flags. Most of the time you'll never know the difference, but AI does read attack flag to judge certain behaviors.

called the flip_frame but I couldn't make it work. Someone could explain me a bit and tell me how the flipping works on the 4.0? Thanks in advance :>

1765401606994.png

C-like:
void acting_entity = getlocalvar("self");

set_entity_property(acting_entity, openborconstant("ENTITY_PROPERTY_POSITION_DIRECTION"), openborconstant("DIRECTION_RIGHT"));

DC
 
Solution
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