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use fightfx in common1.cns (Read 5443 times)

Started by DR119, October 22, 2017, 02:40:55 pm
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use fightfx in common1.cns
#1  October 22, 2017, 02:40:55 pm
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I want to create some states for all characters in common1.cns, but the sprites/animations are always taken from the character files. I want to use fightfx.sff/air instead. How can I do this?
Last Edit: October 22, 2017, 08:41:23 pm by DR119
Re: use fightfx in common1.cns
#2  October 22, 2017, 04:16:12 pm
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Simple
for explods  use f,like anim=f100  for example
Helper already supports it you don't need to do anything,just move your stateno to common
however Statedef itself doesn't support fightfx animations,cause elecbyte is a bunch lazy bitches
Re: use fightfx in common1.cns
#3  October 22, 2017, 05:24:53 pm
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Simple
for explods  use f,like anim=f100  for example
Helper already supports it you don't need to do anything,just move your stateno to common
however Statedef itself doesn't support fightfx animations,cause elecbyte is a bunch lazy bitches

So I cant use fightfx in a statedef?
Re: use fightfx in common1.cns
#4  October 22, 2017, 06:55:49 pm
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  • Pixels are atom's of resolution,Low-res or Hi-res
    • Turkey
    • metekervan26@gmail.com
Simple
for explods  use f,like anim=f100  for example
Helper already supports it you don't need to do anything,just move your stateno to common
however Statedef itself doesn't support fightfx animations,cause elecbyte is a bunch lazy bitches

So I cant use fightfx in a statedef?

yes,sadly you can't use an animation from fightfx in a statedef.
Re: use fightfx in common1.cns
#5  October 23, 2017, 01:19:50 am
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You can. Its just fiddly. Create an invisible animation. Overlay an explod. This does make changeanims and hitpause a bugger to deal with but it lets you insert the animation you're after


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