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Shenmue

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Shenmue last won the day on July 19

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  1. YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY

  2. Hy shenmue can you make this diagonal movement feature available with the slide key along with the _run animation to download? I'm new here and I don't know anything about programming \ = thanks for your attention

     

     

     

     

    1. Show previous comments  1 more
    2. Beefy Kasplant
    3. Blue

      Blue

      The problem, that I can't even get out of the beginning ... it happens to me

      908518891f0fa5aae90519ecf9c4904a.png

       

    4. Shenmue

      Shenmue

      You should check tutorial links and ask questions in the forum

  3. Hey Shenmue do you've discord by chance?

    1. Shenmue

      Shenmue

      Yes, my discord is Bandana#2165 fellow discorder

    2. Vemo

      Vemo

      Ok sweet! I added you.

  4. There's a source mod that add running system by clicking shift key. Here it is (you may want to read replies)
  5. Don't know what the answer is, but wanted to say that it's a pretty nice target box
  6. I don't know about that, maybe it's related to another modification? In my knowledge, every game that used this mod don't have this issue. I guess I will need more information if you want me to help like your "Intersect.Server\Entities\Pathfinding\SpatialAStar.cs" code or other installed mods you have. I may do a master version, but I don't know when since I am somehow busy.
  7. As far as I know there is no kill count variable. You can create one and increase its value by using "PVP Kill" trigger of the event system.
  8. Glad to see it now works, but I wonder, have you tried my solution?
  9. Oh I see my bad. So you want the weapon animation to have 6 frames and the shot one 13. Then you have to add this "&& item.ProjectileId == Guid.Empty" to the weapon condition "if (AnimatedTextures[SpriteAnimations.Weapon] != null)" The final result should be the code below. if (AnimatedTextures[SpriteAnimations.Weapon] != null && item.ProjectileId == Guid.Empty)
  10. Inside the block of "if (AnimatedTextures[SpriteAnimations.Weapon] != null)" you use "if (SpriteFrame >= 6)". But you should use >= 13 instead.
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