Ho trovato quest'animazione su trsearch
http://www.trsearch.org/Items/4455" target="_blank
Installata e perfettamente funzionante, ma... il baddy non "subisce" i colpi!
Ho provato a cambiare l'ID del baddy "standard" presente nel file.txt ma nemmeno sostituendo la cifra cambia qualcosa.
Ho anche sostituito l'animazione 3, ma continua a ferire Lara.
Attualmente queste sono le stringhe del mio script (l'animazione è la 464), ho modificato alcune cifre ma ho usato la base dello script allegato nel pacchetto
In base al video che l'autrice/autore ha allegato si vede il baddy cadere, ma non so quale animazione sia. Io ho sostituito l'animazione 3 con la 45 (o la 61)
► Mostra testo
; Set Trigger Type - CONDITION 14
; Exporting: CONDITION(14:59) for OBJECT(492)
; <#> : BADDY_1 ID 492 in sector (5,6) of Room22
; <&> : Creature. <#>Creature is currently (E)
; (E) : Enemy is living
; Values to add in script command: $9000, 492, $20E
TriggerGroup= 72, $9000+TGROUP_USE_FOUND_ITEM_INDEX,492,$20E
; Set Trigger Type - ACTION 15
; Exporting: TRIGGER(783:0) for ACTION(492)
; <#> : BADDY_1 ID 492 in sector (5,6) of Room22
; <&> : Force (E) animation (0-31) for <#>object
; (E) : 3 Animation
; Values to add in script command: $5000, 492, $30F
; Note I modified the animation 3 for baddy_1 so he jerks after Lara kick him.
; If you have also baddy_2 in your wad you'll have to modify his animation 3 either of baddy_1 won't change his behavior while taking kicks.
; Set Trigger Type - ACTION 38
; Exporting: TRIGGER(2086:0) for ACTION(492)
; <#> : BADDY_1 ID 492 in sector (5,6) of Room22
; <&> : Enemy. Hurth <#>enemy removing (E)Vitality points
; (E) : Vitality Points= 4
; Values to add in script command: $5000, 492, $426
; Set Trigger Type - FLIPEFFECT 70 ; <#> : Sound. Play <&>Sound sample of first group (0-255) for (E) time
; <&> : LARA_THUD 70 Ok lar_th1 lar_th2; (E) : Perform one single time
; Values to add in script command: $2000,70,$1F46 ; ?ίs? sd?p?
; group-71 enemy falls down taking damage = 8 HP. baddy_1 dies after taking 4 kicks.
TriggerGroup= 71, $5000+TGROUP_USE_FOUND_ITEM_INDEX,492,$30F, $5000+TGROUP_USE_FOUND_ITEM_INDEX,492,$826, >
$2000,70,$1F46 ; beating sound
; Lara is near the baddy_1
TestPosition= 3, TPOS_FOUR_HORIENT, BADDY_1, 0-200,0+200, 0-256, 0+256, 0-512, 0+256, 0-$1900, 0+$1900, 0,0,0,0
MultEnvCondition= 5, ENV_FREE_HANDS,IGNORE,IGNORE, ENV_ITEM_TEST_POSITION,3,IGNORE, >
ENV_CONDITION_TRIGGER_GROUP,72,IGNORE ; the enemy is still alive
Animation= 464, KEY1_ACTION, IGNORE, FAN_KEEP_NEXT_STATEID+FAN_RANDOM+FAN_DISABLE_PUSH_AWAY, ENV_MULT_CONDITION,5,4,1,2,6,7
Animation= 464, KEY1_ACTION, IGNORE, FAN_KEEP_NEXT_STATEID+FAN_RANDOM+FAN_DISABLE_PUSH_AWAY, ENV_MULT_CONDITION,9,4,1,2,6,7
; Set Trigger Type - FLIPEFFECT 118
; Exporting: TRIGGER(71:0) for FLIPEFFECT(118)
; <#> : TriggerGroup. Perform <&>TriggerGroup from script.dat in (E)way
; <&> : TriggerGroup= 71
; (E) : Mutiple performing (to use when in TriggerGroup there is some condition)
; Values to add in script command: $2000, 118, $47
C'è qualche anima pia che sappia aiutarmi?

Grazie
EDIT: risolto grazie ad A_De.
to make your baddies lose health you need to execute the trigger-group-71 which contains the necessary commands. In game this trigger-group is being executed when Lara plays kick animation on certain frame. This means you need to open your project in editor, find in Set Trigger Type window the FlipEffect 118 and setup it to perform the trigger-group-71 in single mode. Then you press the Export Anim Command button. Editor will ask you for the frame when the command should be performed. Set the desired frame, after that you'll get the values for Wadmerger's SetPosition command. Note it is no need to export FlipEffect 118 to script. Open your LARA object in Wadmerger, find the kick animation and add the SetPosition command using the values you exported. Save your wad and build your level and script.
If my explaining is not very clear you might also check the Animations Demo on Paolone's website, I used his demos as a reference
Golden Reviewer (106
)