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Thread: MMF2 platform game animation programming help

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    MMF2 platform game animation programming help

    Ive already got all the animations in, now I just need to program them. I have 4 Combo attacks. The first one is the main attack and the next three are if you press the designated key within a certain time after the first attack. How can I program that? I want it so if you press the designated key after the first attack, it will lead to combo number 2, then press the key again to combo number 3, then again for combo number 4. But if u press it then it ends awhile itll jus start at combo 1 again. i dunno if im explaining this well ^^; hope you guys understand it. basically a chain of attacks

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    Re: MMF2 platform game animation programming help

    Maybe use the timer:
    Key is pressed
    Timer is < than 1
    set animation to attack 1

    Key is pressed
    Timer > 1
    + Timer < 2
    Set animation to attack 2

    Key is pressed
    Timer > 2
    + Timer < 3
    Set animation to attack 3

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    Re: MMF2 platform game animation programming help

    yeh ive tried the timer thing, but mabye not like that...and thanx for the "only when animation is playing" answer to, ill try it out =d

    EDIT: yeh i jus tried both those things and they didnt work...arghhhhhhh ~.~

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    Re: MMF2 platform game animation programming help

    Personally, I'd try something like setting an Alterable value to a number whenever the attack is initiated.

    +Key is pressed
    ->Set Alterable value A to 50

    +Always
    +Alterable value A is greater than 0
    -> Subtract 1 from Alterable value A

    +Key is pressed
    +Animation "Attack 1" is playing
    +Alterable value A < 10
    -> Set animation to "Attack 2"

    +Key is pressed
    +Animation "Attack 2" is playing
    +Alterable Value A < 10
    -> Set animation to "Attack 3"

    etc.

    you may have to reverse the order of the animation events so that the "attack 4" event comes first, then "attack 3", "Attack 2", then "Attack 1". MMF2 reads events from the top down, so if you do the order: 1, 2, 3, 4, MMF2 will pretty much do them all in one loop, causing it to skip to attack 4.

    I Hope that works...

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    Re: MMF2 platform game animation programming help

    i was never taught anything about alterable values

    but ill try it thanx =d

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    Re: MMF2 platform game animation programming help

    You could use something like this:

    -upon pressing key
    :set animation to attack 1

    -upon pressing key
    -animation attack 1 is playing
    -animation frame is greater or equal to #
    :set animation to attack 2

    etc.

    When choosing which frame # to enter for the above event you will have to use any number before the last frame, even if you are using "is equal to".



    You could then add the timer to make sure the attack goes back to 1.

    I'm actually using those events (with prerequisites of course) for one of my engines so it definately works.


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    Re: MMF2 platform game animation programming help

    Click the link in my sig and look at my advanced platform tutorial. I have created a system that essentialy transforms key presses into text, and then parses the text entry into a combo system. should be easy enough to figure out, and its well commented.

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    Re: MMF2 platform game animation programming help

    thanx for everyones answers!

    my knowledge with mmf2 has definetly expanded =]

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