Admiral Refuge Posted May 26, 2009 Share Posted May 26, 2009 @Ñþó:> Btw that's in mah sig.Face it, nothing will ever beat Blanco though Link to comment Share on other sites More sharing options...
Sowtis Posted June 17, 2009 Share Posted June 17, 2009 Very nice. Using this for my game.;) Link to comment Share on other sites More sharing options...
Robin Posted June 17, 2009 Share Posted June 17, 2009 Eh, personally I'd wait till I release a new tutorial. This one is years old.My next one has full support for several different animation styles ;D Link to comment Share on other sites More sharing options...
nnn404 Posted June 21, 2009 Share Posted June 21, 2009 thank you good tutorial!NPC & PET 3-Frame Movement code please…please help me! :cheesy: Link to comment Share on other sites More sharing options...
Robin Posted June 21, 2009 Share Posted June 21, 2009 Try and do it yourself. Link to comment Share on other sites More sharing options...
nnn404 Posted June 22, 2009 Share Posted June 22, 2009 please teach me NPC 3-Frame Movement code…please!! :icon_alabanza: Link to comment Share on other sites More sharing options...
Zetasis Posted June 22, 2009 Share Posted June 22, 2009 First, under 'BltPlayer' in modGameLogic find where it says 'check for animation and change everything between that and the next set of green text to this:```' Check for animation Anim = 1 If Player(Index).Attacking = 0 Then Select Case GetPlayerDir(Index) Case DIR_UP If (Player(Index).yOffset > 8) Then Anim = Player(Index).Step Case DIR_DOWN If (Player(Index).yOffset < -8) Then Anim = Player(Index).Step Case DIR_LEFT If (Player(Index).xOffset > 8) Then Anim = Player(Index).Step Case DIR_RIGHT If (Player(Index).xOffset < -8) Then Anim = Player(Index).Step End Select Else If Player(Index).AttackTimer + 1000 > GetTickCount Then Anim = 2 End If End If```Use the same code and same process under 'BltPlayerTop'.______________________Next find 'Sub processmovement' and replace the entire code (in between the lines) with this:```Sub ProcessMovement(ByVal Index As Long) ' Check if player is walking, and if so process moving them over If Player(Index).Moving = MOVING_WALKING Then Select Case GetPlayerDir(Index) Case DIR_UP Player(Index).YOffset = Player(Index).YOffset - WALK_SPEED Case DIR_DOWN Player(Index).YOffset = Player(Index).YOffset + WALK_SPEED Case DIR_LEFT Player(Index).XOffset = Player(Index).XOffset - WALK_SPEED Case DIR_RIGHT Player(Index).XOffset = Player(Index).XOffset + WALK_SPEED End Select ' Check if completed walking over to the next tile If Player(Index).Dir = DIR_RIGHT Or Player(Index).Dir = DIR_DOWN Then If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then Player(Index).Moving = 0 If Player(Index).Step = 0 Then Player(Index).Step = 2 Else Player(Index).Step = 0 End If End If Else If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then Player(Index).Moving = 0 If Player(Index).Step = 0 Then Player(Index).Step = 2 Else Player(Index).Step = 0 End If End If End If End If ' Check if player is running, and if so process moving them over If Player(Index).Moving = MOVING_RUNNING Then Select Case GetPlayerDir(Index) Case DIR_UP Player(Index).YOffset = Player(Index).YOffset - RUN_SPEED Case DIR_DOWN Player(Index).YOffset = Player(Index).YOffset + RUN_SPEED Case DIR_LEFT Player(Index).XOffset = Player(Index).XOffset - RUN_SPEED Case DIR_RIGHT Player(Index).XOffset = Player(Index).XOffset + RUN_SPEED End Select ' Check if completed walking over to the next tile If Player(Index).Dir = DIR_RIGHT Or Player(Index).Dir = DIR_DOWN Then If (Player(Index).XOffset >= 0) And (Player(Index).YOffset >= 0) Then Player(Index).Moving = 0 If Player(Index).Step = 0 Then Player(Index).Step = 2 Else Player(Index).Step = 0 End If End If Else If (Player(Index).XOffset <= 0) And (Player(Index).YOffset <= 0) Then Player(Index).Moving = 0 If Player(Index).Step = 0 Then Player(Index).Step = 2 Else Player(Index).Step = 0 End If End If End If End If Select Case GetPlayerDir(Index) Case DIR_UP If Player(Index).YOffset <= 0 Then Player(Index).YOffset = 0 End If Case DIR_DOWN If Player(Index).YOffset >= 0 Then Player(Index).YOffset = 0 End If Case DIR_LEFT If Player(Index).XOffset <= 0 Then Player(Index).XOffset = 0 End If Case DIR_RIGHT If Player(Index).XOffset >= 0 Then Player(Index).XOffset = 0 End If End SelectEnd Sub```_________________Finally, in modType find 'PlayerRec' and add this after "Party As PartyRec":```Step As Byte```Ok, so will this code work for EE2.7 and/or EE2.8? Link to comment Share on other sites More sharing options...
balliztik1 Posted June 22, 2009 Share Posted June 22, 2009 Yes, it will. It will work for basically any Mirage Source engine. Unless it's a modification to specific area of a game that only one engine version has, it's safe to assume that any source edit on this board can be done to any version of Eclipse. Link to comment Share on other sites More sharing options...
Zetasis Posted June 22, 2009 Share Posted June 22, 2009 I should have asked this with my first question but is VB required to do this? Link to comment Share on other sites More sharing options...
balliztik1 Posted June 22, 2009 Share Posted June 22, 2009 Yes, Visual Basic 6 is required. Link to comment Share on other sites More sharing options...
Zetasis Posted June 22, 2009 Share Posted June 22, 2009 @♪♫♪:> Yes, Visual Basic 6 is required.Darn my luck. It would be awesome if someone could add this to the EE2.8 that AkselJ made for people like me who can't afford VB. Link to comment Share on other sites More sharing options...
damian666 Posted June 22, 2009 Share Posted June 22, 2009 @Zetasis:> Darn my luck. It would be awesome if someone could add this to the EE2.8 that AkselJ made for people like me who can't afford VB.seriously, how many guys you think here have a "real" VB?just a few are lucky to get it from work or stuff, rest is… well acquired a not so nice way if ya get my drift...Damian666 Link to comment Share on other sites More sharing options...
Robin Posted June 22, 2009 Share Posted June 22, 2009 It's a shit tutorial, stop using it. Link to comment Share on other sites More sharing options...
Kamakazi Posted July 5, 2009 Share Posted July 5, 2009 Strange thing. When I add this to source, and I go into my map editor. The chest attribute is assigned to Tiles 3, and you can't uncheck the Chest attribute for tiles. What the?? Link to comment Share on other sites More sharing options...
damian666 Posted July 5, 2009 Share Posted July 5, 2009 then you did something wrong :pi used this with success, although robin has a point, there are easyer ways to do this :PDamian666 Link to comment Share on other sites More sharing options...
Kamakazi Posted July 9, 2009 Share Posted July 9, 2009 That's pretty assumptive. I tried putting this in source twice, watching carefully to do it EXACTLY like Robin said… However, I makes my map editor keep the "chest" attribute checked, and it overlaps my Tiles 3 button. It's just plain weird. I'm using version 2.8 if that means anything. :P Link to comment Share on other sites More sharing options...
damian666 Posted July 9, 2009 Share Posted July 9, 2009 hmm… well... that could be it, i only tried this in 2.7...Damian666 Link to comment Share on other sites More sharing options...
Darkonever Posted July 12, 2009 Share Posted July 12, 2009 Damian the problem you just decribed was an old chest attribute error on early 2.8.It's fixed now. Downoad the newest 2.8 source and the chest error will disappear.BTW Great mod :D Link to comment Share on other sites More sharing options...
damian666 Posted July 12, 2009 Share Posted July 12, 2009 ah well, then that would fix it ^^thats why i use 2.7, and put in needed fixes myself :)Damian666 Link to comment Share on other sites More sharing options...
Kamakazi Posted July 12, 2009 Share Posted July 12, 2009 Where do I download the "latest" version of EE 2.8? From the main eclipse page? or the forums? Link to comment Share on other sites More sharing options...
damian666 Posted July 12, 2009 Share Posted July 12, 2009 as far as i know, frontpage, Marsh updated it i believeDamian666 Link to comment Share on other sites More sharing options...
Kamakazi Posted July 12, 2009 Share Posted July 12, 2009 Hmm that's weird. The download for EE 2.8 on the Main Eclipse page, shows up as EE 2.7 when I download it… Link to comment Share on other sites More sharing options...
damian666 Posted July 12, 2009 Share Posted July 12, 2009 proberly just a wrong name?Damian666 Link to comment Share on other sites More sharing options...
Kamakazi Posted July 12, 2009 Share Posted July 12, 2009 I don't think it's version 2.8… the file size is .10 megs smaller than the ee 2.8 in the forums. Link to comment Share on other sites More sharing options...
damian666 Posted July 12, 2009 Share Posted July 12, 2009 hmm… then somebody made a booboo XDDamian666 Link to comment Share on other sites More sharing options...
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