
11-23-2001, 05:32 AM
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Registered User
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Join Date: Nov 2001
Location: VA, USA
Posts: 501
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k...
for replaceani
if (playerenters) {replaceani walk,skip_like_a_homo;
}
that replaces the walking animation with a gani that you named skip_like_a_homo.gani
that makes it so if you go to walk, or use setani walk, it will show skip blah blah blah.
as for trigger action, it works like this
//NPC 1 when it is used as a weapon
if (weaponfired) {
triggeraction x,y,test(<--this is the action),param;
}
//NPC 2 (which is on the x,y you supplied
if (actiontest) {message Trigger action works...AMAZING!;
}
in order for it to work, the NPC must be on the right coordinates, and the action needs to correspond(sp) with the a flag in the NPC on those coordinates
so if the action is skip, you'd add
if (actionskip) {
}
Then, it should work. Im not very good with these, but that is how it works. |
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