use anim fall for a costum pain anim

jonsilva

New member
hello
i wanted to make a pain animation using the fall anim...
so that the entity would take the knockdown hit dashing back, instead of geting knocked into the air...

so far ive manadge to do this in other entities using this way...
risetime      9999

anim fall
loop 0
delay 1
offset 103 189
bbox 0 0 0 0
@cmd dasher -1 0 0
frame data/chars/beyond/3overlord/pain8.gif

anim rise
loop 0
delay 8
offset 103 189
bbox 0 0 0 0
@cmd dasher -5 0 0
frame data/chars/beyond/3overlord/pain8.gif
delay 9
@cmd spawnbind "dust" -1 1 1
frame data/chars/beyond/3overlord/pain5.gif
frame data/chars/beyond/3overlord/pain6.gif
delay 15
@cmd dasher -4 0 0
frame data/chars/beyond/3overlord/pain7.gif
delay 9
@cmd dasher -3 0 0
@cmd spawnbind "dust" -1 1 1
frame data/chars/beyond/3overlord/pain7a.gif
frame data/chars/beyond/3overlord/pain7.gif
@cmd stop
frame data/chars/beyond/3overlord/pain6.gif
frame data/chars/beyond/3overlord/pain5.gif

but the hit/fall animation is not looking to well for this type of enemie

theres seems to be a small delay of 50/70 when swichting from anim fall to anim rise...

@cmd dasher -1 0 0 was the only way ive found to pervent the  anim fall from jumping... for some reason it nullifies the jump...

the only problem is the delay between anim fall/rise... it doesnt go along with the attack hit time...

Is there a more correct way to make costum pain animation for everytime an entity takes a knockdown attack ?
 
i just found a way to make it work with no delay between animations

###--del--## risetime      9999

anim fall
loop 0
delay 200
offset 103 189
bbox 0 0 0 0
jumpframe 0 0.1 -5
landframe 1 dust
frame data/chars/beyond/3overlord/pain8.gif
delay 2
move -6
frame data/chars/beyond/3overlord/pain8.gif
frame data/chars/beyond/3overlord/pain8.gif
@cmd spawnbind "dust" -1 1 1
frame data/chars/beyond/3overlord/pain5.gif
frame data/chars/beyond/3overlord/pain5.gif
frame data/chars/beyond/3overlord/pain5.gif
frame data/chars/beyond/3overlord/pain5.gif

frame data/chars/beyond/3overlord/pain6.gif
frame data/chars/beyond/3overlord/pain6.gif
frame data/chars/beyond/3overlord/pain6.gif
frame data/chars/beyond/3overlord/pain6.gif
move -4
frame data/chars/beyond/3overlord/pain7.gif
frame data/chars/beyond/3overlord/pain7.gif
frame data/chars/beyond/3overlord/pain7.gif
frame data/chars/beyond/3overlord/pain7.gif

frame data/chars/beyond/3overlord/pain7a.gif
frame data/chars/beyond/3overlord/pain7a.gif
frame data/chars/beyond/3overlord/pain7a.gif
frame data/chars/beyond/3overlord/pain7a.gif
move 0
frame data/chars/beyond/3overlord/pain7.gif
frame data/chars/beyond/3overlord/pain7.gif
frame data/chars/beyond/3overlord/pain7.gif
@cmd anichange "ANI_RISE"
frame data/chars/beyond/3overlord/pain7.gif

anim rise
loop 0
delay 6
offset 103 189
bbox 79 97 50 91
frame data/chars/beyond/3overlord/pain6.gif
frame data/chars/beyond/3overlord/pain5.gif
@cmd beidle
frame data/chars/beyond/3overlord/pain5.gif

 
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