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Ham_Killed superceded - force death animation


  
 
 
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Hunter-Digital
Veteran Member
Join Date: Aug 2006
Location: In the Game [ro]
Old 07-18-2010 , 19:18   Re: Ham_Killed superceded - force death animation
Reply With Quote #7

I have absolutely no experience with orpheu and I kinda refuse to understand it at the moment :} so no thanks This happened when ham was first released too I didn't want to hear about it but now, I'ved slowly learned it and it's ok ... so, when orpheu's time comes, I'll use it, until then...


And no, grimvh2, I don't need to hook damage event and supercede damage because I need the player to actually die... if I supercede death, it does what I want... death but not really death :} I just need to fake the rest, scores, money and deathmessage already done, all it's left is the player's death animation... wich I can't figure out how to use.

The player in dying mode is like any entity with some pre-set animation (wrong one) on it... how would you completly overwrite that sequence ?

Oh, did I mention I really have no ideea how are frame, animtime and framerate used ? I don't :} framerate I thought it was the actual framerate, then I found out it was a percentage of the actual model's framerate (1.0 == normal model FPS), frame... it's the model's current (or starting ?) frame number... I don't know any other use of that... and animtime I don't know, it's it just a float, or gametime + time.. or wth :-?
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