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Easy FPS Editor v1.6

Simple way to create an old-school First Person Shooter! · By JessicoChan

Equip and Reload Animations

A topic by Standard Definition Games created Jan 13, 2024 Views: 316 Replies: 3
Viewing posts 1 to 3

Hey, so I was curious about adding reload and equip animations for the weapons. Looking at the manual, it looks like I can tie animation frames to the four states in the reload process. My questions are: 1. Can I have more than four frames? 2. Can two events happen on the same state? ie. A frame of animation and a sound (I would like to have a sound play when reload starts, in addition to the one when it ends). 3. Is it possible to have an animation for when you switch to a weapon, and if so, where would that go?

> "Looking at the manual, it looks like I can tie animation frames to the four states in the reload process."

Pardon? There's nothing about it in manual. 

1. Yes.

2. Not really. Just use the same two frames but with divided speed of playing,

3. No.

Thanks!

And I just meant that looking at the manual's scripting section, some posts here in the forum, and an external scripting tutorial (I think written by FredRichi, thanks!) helped me to figure out how it would probably work. The example I found only used four frames in the reload state, so I wasn't sure if that was a fixed number. But yeah it's not really spelled out in the manual.

Thanks for the help! I'm gonna try creating a weapon from scratch!

You can use a huge number of frames. To make things easier, you can store many frames in one line. Example:

frameset 0 43 1 0 0 0 NONE

So frames from 0 to 43 will be played with speed 1. Need to note that frameset can't execute any actions so if you need to execute them, make it like this:

frameset 0 43 1 0 0 0 NONE

frame 44 1 0 0 0 ATTACK (or anything)

frameset 45 64 1 0 0 0 NONE