Helios said:I found a very simple solution
Code:variable spec_ani; procedure combat_p_proc begin if (spec_ani != 1) then begin //Combat begin animation anim(dude_obj, ANIM_magic_hands_middle, 0); spec_ani := 1; display_msg("combat start"); end end procedure critter_p_proc begin if (not(combat_is_initialized)) and (spec_ani == 1) then begin //Combat end animation anim(dude_obj, ANIM_magic_hands_middle, 0); spec_ani := 0; display_msg("combat end"); end end
I looked a bit in the engine and this is the result, you can use "anim". It work in and after a combat.
I don't know how you do it, Helios!
How do you learn this stuff??!
I salute you!!
Your script works great. There are a few kinks i am working out but it all seems to work fine. Well done