blkcrow Posted October 1, 2012 Author Share Posted October 1, 2012 Animation layers for EO 2.3**Server Side**in modEnumeration replace this```Public Enum MapLayerGround = 1MaskMask2FringeFringe2' Make sure Layer_Count is below everything elseLayer_CountEnd Enum```with this```Public Enum MapLayerGround = 1GroundAnimationMaskMaskAnimationMask2Mask2AnimationFringeFringeAnimationFringe2Fringe2Animation' Make sure Layer_Count is below everything elseLayer_CountEnd Enum```Thats all Server side**Client Side**in modEnumeration replace this```Public Enum MapLayerGround = 1MaskMask2FringeFringe2' Make sure Layer_Count is below everything elseLayer_CountEnd Enum```with this```Public Enum MapLayerGround = 1GroundAnimationMaskMaskAnimationMask2Mask2AnimationFringeFringeAnimationFringe2Fringe2Animation' Make sure Layer_Count is below everything elseLayer_CountEnd Enum```somewhere in modGlobals add```Public LayerAnim As Boolean```in modGameLogic in sub GameLoop find```Dim tmr10000 As Long```below it add```Dim LayerAnimTimer As Long```in the same sub find```' *********************'' ** Render Graphics **'' *********************'```above it add```If LayerAnimTimer < Tick ThenLayerAnim = Not LayerAnimLayerAnimTimer = Tick + 1000 ' edit this value to change The speed witch the animation is being played'End If```in modDirectDraw7 in sub BltMapTile find this```' render'Call Engine_BltFast(ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), DDS_Tileset(.Layer(i).Tileset), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)```and replace it with this```If i Mod 2 = 0 ThenIf LayerAnim Then' render'Call Engine_BltFast(ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), DDS_Tileset(.Layer(i).Tileset), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)End IfElseCall Engine_BltFast(ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), DDS_Tileset(.Layer(i).Tileset), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)End If```in the same module in sub BltMapFringeTile find this```' render'Call Engine_BltFast(ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), DDS_Tileset(.Layer(i).Tileset), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)```and replace it with this```If i Mod 2 = 0 ThenIf LayerAnim Then' render'Call Engine_BltFast(ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), DDS_Tileset(.Layer(i).Tileset), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)End IfElseCall Engine_BltFast(ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), DDS_Tileset(.Layer(i).Tileset), rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY)End If```now open frmEditor_Map and add new option buttons as shown in the pic and name the optLayer![](http://www.freemmorpgmaker.com/files/imagehost/pics/4def6f7a7f29f74ba96ba46ba5e6b533.png)make sure their index is in order (e.g. Ground = 1, GAnim =2, Mask = 3 etc.)Thats all ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
Golf Posted May 9, 2013 Share Posted May 9, 2013 Problem```ResourceCache(mapNum).ResourceData(Resource_Count).cur_health = Resource(Map(mapNum).Tile(x, y).Data1).health```not working ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png) Link to comment Share on other sites More sharing options...
zomb88 Posted May 9, 2013 Share Posted May 9, 2013 This is an old post are you using this engine? Link to comment Share on other sites More sharing options...
Golf Posted May 9, 2013 Share Posted May 9, 2013 E.O 2.0 Link to comment Share on other sites More sharing options...
damian666 Posted May 9, 2013 Share Posted May 9, 2013 it works,you just have to delete your maps, or build a convertor. Link to comment Share on other sites More sharing options...
Golf Posted May 9, 2013 Share Posted May 9, 2013 Problem is in server Link to comment Share on other sites More sharing options...
damian666 Posted May 9, 2013 Share Posted May 9, 2013 i know, delete your maps server side. Link to comment Share on other sites More sharing options...
Golf Posted May 9, 2013 Share Posted May 9, 2013 Thanks now works great ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)But i need to make new maps (only 3) ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) Link to comment Share on other sites More sharing options...
damian666 Posted May 9, 2013 Share Posted May 9, 2013 be glad its only 3 ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
Wortel Angels Posted May 9, 2013 Share Posted May 9, 2013 Why not changing it to an autotile animation like thing ?so choose one and it will change then automatically +selected amount Link to comment Share on other sites More sharing options...
soulsoldier2 Posted August 13, 2013 Share Posted August 13, 2013 M2Anim & F2Anim not working if i click on somting and place it on the map noting happens Link to comment Share on other sites More sharing options...
blkcrow Posted August 14, 2013 Author Share Posted August 14, 2013 are you sure you changed the BltMapFringeTile sub? Which engine are you using? Link to comment Share on other sites More sharing options...
hectormousa Posted October 25, 2014 Share Posted October 25, 2014 how to make it work with EO3 ?? Link to comment Share on other sites More sharing options...
Officer Johnson Posted October 25, 2014 Share Posted October 25, 2014 You would have to change it to make it render Link to comment Share on other sites More sharing options...
hectormousa Posted October 25, 2014 Share Posted October 25, 2014 i tried to change it but didn't work with me can you help me ? Link to comment Share on other sites More sharing options...
BeNjO Posted October 25, 2014 Share Posted October 25, 2014 What did you try? At least show you tried then maybe people will help. Link to comment Share on other sites More sharing options...
hectormousa Posted October 25, 2014 Share Posted October 25, 2014 this code``` If GetTickCount Mod 1000 < 500 Then ' skip tile? If (.Layer(MapLayer.MaskAnim).Tileset > 0 And .Layer(MapLayer.MaskAnim).Tileset <= NumTileSets) And (.Layer(MapLayer.MaskAnim).x > 0 Or .Layer(MapLayer.MaskAnim).y > 0) Then If Autotile(x, y).Layer(i).renderState = RENDER_STATE_NORMAL Then ' Draw normally RenderTexture Tex_Tileset(.Layer(i).Tileset), ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), .Layer(i).x * 32, .Layer(i).y * 32, 32, 32, 32, 32, -1 ElseIf Autotile(x, y).Layer(i).renderState = RENDER_STATE_AUTOTILE Then ' Draw autotiles DrawAutoTile i, ConvertMapX(x * PIC_X), ConvertMapY(y * PIC_Y), 1, x, y DrawAutoTile i, ConvertMapX((x * PIC_X) + 16), ConvertMapY(y * PIC_Y), 2, x, y DrawAutoTile i, ConvertMapX(x * PIC_X), ConvertMapY((y * PIC_Y) + 16), 3, x, y DrawAutoTile i, ConvertMapX((x * PIC_X) + 16), ConvertMapY((y * PIC_Y) + 16), 4, x, y End If End If``` Link to comment Share on other sites More sharing options...
J. Black Posted January 9, 2015 Share Posted January 9, 2015 Can anybody post a image (tileset) example?I tried with my tilesets but all I got was a blinking tile. Or is this script just for blinking scripts? Link to comment Share on other sites More sharing options...
Officer Johnson Posted January 9, 2015 Share Posted January 9, 2015 i think its just for flashing tiles if you want like auto tiles you could rip it from another engine Link to comment Share on other sites More sharing options...
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