Code: Select all
TNT1 A 1 {
If(IFV_Animation == 36)
IFV_Animation == 1;
Switch(IFV_Animation)
{
default:
break;
case 0: IFV_Animation = 1;
case 1: A_SpawnItemEx ("IFVTreads_01" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 2: A_SpawnItemEx ("IFVTreads_02" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 3: A_SpawnItemEx ("IFVTreads_03" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 4: A_SpawnItemEx ("IFVTreads_04" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 5: A_SpawnItemEx ("IFVTreads_05" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 6: A_SpawnItemEx ("IFVTreads_06" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 7: A_SpawnItemEx ("IFVTreads_07" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 8: A_SpawnItemEx ("IFVTreads_08" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 9: A_SpawnItemEx ("IFVTreads_09" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 10: A_SpawnItemEx ("IFVTreads_10" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 11: A_SpawnItemEx ("IFVTreads_11" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 12: A_SpawnItemEx ("IFVTreads_12" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 13: A_SpawnItemEx ("IFVTreads_13" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 14: A_SpawnItemEx ("IFVTreads_14" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 15: A_SpawnItemEx ("IFVTreads_15" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 16: A_SpawnItemEx ("IFVTreads_16" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 17: A_SpawnItemEx ("IFVTreads_17" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 18: A_SpawnItemEx ("IFVTreads_18" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 19: A_SpawnItemEx ("IFVTreads_19" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 20: A_SpawnItemEx ("IFVTreads_20" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 21: A_SpawnItemEx ("IFVTreads_21" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 22: A_SpawnItemEx ("IFVTreads_22" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 23: A_SpawnItemEx ("IFVTreads_23" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 24: A_SpawnItemEx ("IFVTreads_24" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 25: A_SpawnItemEx ("IFVTreads_25" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 26: A_SpawnItemEx ("IFVTreads_26" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 27: A_SpawnItemEx ("IFVTreads_27" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 28: A_SpawnItemEx ("IFVTreads_28" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 29: A_SpawnItemEx ("IFVTreads_29" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 30: A_SpawnItemEx ("IFVTreads_30" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 31: A_SpawnItemEx ("IFVTreads_31" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 32: A_SpawnItemEx ("IFVTreads_32" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 33: A_SpawnItemEx ("IFVTreads_33" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 34: A_SpawnItemEx ("IFVTreads_34" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
case 35: A_SpawnItemEx ("IFVTreads_35" , 0, 0, 0, 0, 0, 0, user_tankbasedirection, SXF_ABSOLUTEVELOCITY | SXF_ABSOLUTEANGLE); break;
}
Console.Printf("Animation: %d", IFV_Animation);
IFV_Animation += 1;
}
Code: Select all
Class IFVTreads_08 : IFVHull
{
States{
Spawn:
IFT1 H 1;
stop;
}
}
Class IFVTreads_09 : IFVHull
{
States{
Spawn:
IFT1 I 1;
stop;
}
}How do I make sure that when I press [W] [A] [D], the number gets incremented once per frame (max 35) and once 35 is reached, it returns to 1 AND when I stop moving, it remembers where to pick after.