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Messages - Britishgaming

#1
Hi there. Apologies for bumping an old topic.

Just wondered if it would be possible to tweak this module so it shows a dynamic sprite based on my main character's current movements, instead of a circle.

I replaced

//surface.DrawCircle(half, half, half);
   
with
   
    DynamicSprite* manshadow = DynamicSprite.CreateFromExistingSprite(player.Frame);
    surface.DrawImage(half, half, man.Graphic);

But, that didn't work. Any ideas?

Thanks
#2
Sorry for the bump/late reply, but it would be rude not to say thanks to everyone. Khris - your's worked great. Yours is a nice backup, Andail, if I'm overloaded with regions.

Thanks again. I'll set the title to Solved now.
#3
Hey guys

Thanks for your suggestions. Wizard, sadly yours doesn't quite work - the wait command blocks the mouse cursor in the same way as eBlock.

Andail, that's quite a good idea. It will take some tweaking, but it might work.

I'll leave this marked as "Unsolved" for the time being, in case someone has a more elegant solution.

Oh, and in answer to your question Wizard - my character has a partner, and I want the partner to be able to do his animations (like getting out of a car or walking over to inspect something) without stopping the game entirely.

Ta
#4
Hi there!

I want to have a character walk to a specific spot, and then play an animation.

That's easy when I set the walking animation to eBlock, but that
pauses the pace of the game. Not what I intended.

However, if I set it to eNoBlock, the character disregards the walking
command, and immediately plays his animation from the wrong location.

I need something between the cDave.walk and cDave.animate commands.
But, for the life of me, I can't figure out what.

Any suggestions welcomed! Thanks
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