executing in sequence
andy_the_baker
Member Posts: 25
i can't seem to synch my animations with the timer. say there's a 30 frame animation, at 30fps, and a timer that spawns something every 1 second.
barring this, and better actually, i would like to animate a certain number of frames, spawn the attack collision actor, and then spawn the remaining frames. but i don't seem to be able to execute things in a sequence?
(i guess i could create an integer variable, if it's 1 then run the first thing and increase to 2, run 2 and increase to 3... but is there a better way?
barring this, and better actually, i would like to animate a certain number of frames, spawn the attack collision actor, and then spawn the remaining frames. but i don't seem to be able to execute things in a sequence?
(i guess i could create an integer variable, if it's 1 then run the first thing and increase to 2, run 2 and increase to 3... but is there a better way?
Comments
So, after random (1, 4) seconds
Play animation
Spawn enemy projectile
Then use
OTHERWISE:
Play 'normal' animation.
Not sure it'll work - give it a try
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
i have a series of sprites, showing an attack animation of a character. there are 30 frames, animating at 30 fps (for example). after 30 frames (actually around frame 25 but that's another issue) or 1 second i would like to cause damage to the enemy.
so i have:
- when detect collision of enemy
[animate] - 30 frames at 30 fps
[timer] - every 1 second spawn attack collision (damage enemy)
and the animation and the timer are wildly out of synch. (wildly i tellz ya).
so i'm seeking another way of doing this. any other thoughts? thanks.
What I would do is use the self.image command and activate "spawn attack collision" when you get to the image you need.
Hope this helps! Good Luck!
THANKS!!!