Author Topic: Using the "Channeling" animation in a composite mob makes the game crash.  (Read 3206 times)

bewt

  • Posts: 22
  • Maggot Crusher.
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this is at the bottom of the actor
Code: [Select]
<sprite scale="16" name="channeling">
<texture>actors/yeti.png</texture>
<origin>16 24</origin>
<frame time="70">78 215 32 32</frame>
<frame time="70">110 215 32 32</frame>
<frame time="70">142 215 32 32</frame>
<glow scale="16">
<texture>actors/yeti.png</texture>
<frame time="70">78 283 32 32</frame>
<frame time="70">110 283 32 32</frame>
<frame time="70">142 283 32 32</frame>
</glow>
</sprite>


this is what is calling it:
Code: [Select]
<dictionary>
<string name="type">ground-hit</string>
<string name="anim-set">attack</string>
<string name="chnl-anim-set">channeling</string>
<int name="cooldown">1000</int>
<float name="range">5</float>
<string name="sound">sound/monsters.xml:hit_flower_1</string>
<string name="attack-effect">actors/yeti.xml:attack-effect</string>
<int name="dmg">50</int>
<int name="max-targets">2</int>
<int name="dmg-delay">400</int>
<float name="dmg-range">0.5</float>
</dictionary>

I can't find any documentation on how to make channeling animations, is it just not possible? I can't see why I couldn't use it as it exists in the game and also this line <string name="chnl-anim-set"></string>

Myran

  • Developer
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Ah sorry, so this isn't very obvious. If you define an animation set that means you have individual animations for every direction, so the way you have defined it the game will look for "channeling-west", "channeling-north", and so on. What you want to do is change the <string name="chnl-anim-set">channeling</string> to <string name="chnl-anim">channeling</string>, which means you only have a single animation no matter the direction.

bewt

  • Posts: 22
  • Maggot Crusher.
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Thanks.

You saved the day.