Quote
Originally posted by Stark Bledfast:
**< snip>
The animation switch back is done by placing a Switch animation flag(flag 8 I believe) with a walking animation parameter(parameter 0) on the final frame of the attack sequence.
**
Hmm. This seems to require two things; a way of intercepting the attack button (global keydown event?) and a way of modifying the animation switch. It just might be possible to do it with a number of animations that only exist to have a different switch built into their conclusion. Basic idea would be two walk animations and a way to flip/flop between them. One is with gun holstered, the other is with gun drawn. (Since rest position is by default the first frame of the walk animation).
You are walking, you decide to attack; a test is performed and the draw-and-fire animation is played -- the switch on it dumps you to walk2, a standing pose with gun drawn. You press attack again; somehow, it detects you are in walk2 and plays attack2, the "fire from standing" animation. The switch here also dumps you back to walk2. If you attempt to walk in walk2 (do anything more than a slight change in orientation) that animation plays a "holster then start walking" and the switch is at the bottom of each directional 8 to dump you back to walk1.
I guess this works without having to alter the actual switch; it can all be done by doing a test on the attack and changing which animation is called for. Which I guess is a "Change player animation" event -- nothing so simple as a "call different animation" for Coldstone.
Has anyone figured out a "breathing" animation yet? Like maybe using stamp control to drop one of 8 animated stamps on top of the standing character? I've been also looking at a "run" key. (With the 1.01 patch it is finally possible to do a decent jump).
------------------
"I know the stranger's name."
Turandot