Posted By: WoYoSensei
Kingdom Hearts Movement - LMB & RMB combo - 10/14/09 06:16
Hi
I try modify a little this code by adding a LMB & RMB combination (LMB - left mouse button, RMB - right mouse button). I have something like this:
player.c
and animation.c
How`s it working? Not working, that`s a problem... Well, it should be working something like this:
when I have a punch_b animation and press LMB, then combo_continue = 1 and play animation punch_c, and when I press RMB then set combo_continue = 2 and play animation punch_f, after that finish the sequence. It`s simple, but I don`t know why it`s not working Can anybody help me resolve this problem? Thank you and sorry for my english. I hope you can understand me.
I try modify a little this code by adding a LMB & RMB combination (LMB - left mouse button, RMB - right mouse button). I have something like this:
player.c
Code:
if(mouse_left == 0 && mouse_left_press == 1) mouse_left_press = 0; if(mouse_left == 1 && mouse_left_press == 0 && my.animblend >= stand) { mouse_left_press = 1; my.blendframe = punch_a; if(my.jumping_mode == 1) airborne_punch = 1; else airborne_punch = 0; my.movement_mode = 1; combo_continue = 0; } if(mouse_right == 0 && mouse_right_press == 1) mouse_right_press = 0; if(mouse_right == 1 && mouse_right_press == 0 && my.animblend >= stand) { mouse_right_press = 1; my.blendframe = punch_f; if(my.jumping_mode == 1) airborne_punch = 1; else airborne_punch = 0; my.movement_mode = 1; combo_continue = 0; } } // if(my.movement_mode == 1) { if(my.jumping_mode != 10) my.jumping_mode = 0; else if(my.animate >= 60 && my.animblend >= stand) my.jumping_mode = 0; // if(mouse_left == 0 && mouse_left_press == 1) mouse_left_press = 0; if(mouse_left == 1 && mouse_left_press == 0 && my.animate >= 30 && combo_continue == 0) { mouse_left_press = 1; combo_continue = 1; } if(mouse_right == 0 && mouse_right_press == 1) mouse_right_press = 0; if(mouse_right == 1 && mouse_right_press == 0 && my.animate >= 30 && combo_continue == 0) { mouse_right_press = 1; combo_continue = 2; } } // if(my.movement_mode == 2) { my.jumping_mode = 0; if(mouse_left == 0 && mouse_left_press == 1) mouse_left_press = 0; if(mouse_left == 1 && mouse_left_press == 0 && my.animate >= 30 && combo_continue == 0) { mouse_left_press = 1; combo_continue = 1; } if(mouse_right == 0 && mouse_right_press == 1) mouse_right_press = 0; if(mouse_right == 1 && mouse_right_press == 0 && my.animate >= 30 && combo_continue == 0) { mouse_right_press = 1; combo_continue = 2; } } }
and animation.c
Code:
ent_animate(my,"punch_b",100,0); my.animate = 100; my.blendframe = stand; if(my.moving == 1) { if(key_shift == 1) my.blendframe = walk; else my.blendframe = run; } if(combo_continue == 1) { combo_continue = 0; my.blendframe = punch_c; } else my.movement_mode = 0; if (combo_continue == 2) { combo_continue = 0; my.blendframe = punch_f; } else my.movement_mode = 0; }
How`s it working? Not working, that`s a problem... Well, it should be working something like this:
when I have a punch_b animation and press LMB, then combo_continue = 1 and play animation punch_c, and when I press RMB then set combo_continue = 2 and play animation punch_f, after that finish the sequence. It`s simple, but I don`t know why it`s not working Can anybody help me resolve this problem? Thank you and sorry for my english. I hope you can understand me.