Fix large TS visceroid attack and enable attack animation

Unfortunately the animation sprite starts at an unusual facing, so we have to work around that by manually fixing the order. Using Combine is easier than listing a whopping 40 frames in the correct order.
This commit is contained in:
reaperrr
2017-01-11 23:00:46 +01:00
parent b19d4c0f80
commit 2da1304522
4 changed files with 16 additions and 7 deletions

View File

@@ -272,6 +272,7 @@ VISC_LRG:
HP: 500
Armament:
Weapon: SlimeAttack
FireDelay: 10
AutoTarget:
AttackFrontal:
Voice: Attack
@@ -279,6 +280,8 @@ VISC_LRG:
WanderMoveRadius: 2
MinMoveDelay: 25
MaxMoveDelay: 50
WithAttackAnimation:
AttackSequence: attack
Mobile:
Crushes: crate, infantry
RenderSprites:

View File

@@ -664,7 +664,7 @@
AttackMove:
HiddenUnderFog:
Guardable:
WithSpriteBody:
WithFacingSpriteBody:
RevealOnFire:
^BlossomTree:

View File

@@ -526,12 +526,19 @@ vislrg:
ShadowStart: 90
Tick: 80
Offset: 0, 0, 16
muzzle: vislgatk # TODO: unused
attack:
Combine:
vislgatk:
Start: 5
Length: 35
vislgatk:
Start: 0
Length: 5
Facings: -8
Length: 5
Facings: 8
ShadowStart: 40
Tick: 80
Offset: 0, 0, 16
# ShadowStart: 40 # TODO: enable shadow frames
flameguy:
Defaults:

View File

@@ -49,10 +49,9 @@ FiendShard:
SlimeAttack:
ReloadDelay: 80
Range: 5c0
Range: 1c384
Report: vicer1.aud
Projectile: Bullet
Speed: 426
Projectile: InstantHit
Warhead@1Dam: SpreadDamage
Damage: 100
Versus: