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coin-god

Whats wrong

Recommended Posts

Seemann

 

EDIT: Seemann, what's the internal limit for labels in SB then? 65536?

They are treated as AnsiStrings, the limit is 2^31 characters tounge.gif However I doubt you could use such a long string because of the SynEdit limits.

 

 

You're the one who told me stay less than 7 chars for thread names in SCM!

Thread names != Labels (does not equal).

You could name the labels as you ever want, but a thread name has to be less than 8 characters (well, it could be up to 256 chars in length, but only the first 8 chars matter for the game).

 

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Midnightz

 

Thread names != Labels (does not equal).

You could name the labels as you ever want, but a thread name has to be less than 8 characters (well, it could be up to 256 chars in length, but only the first 8 chars matter for the game).

Okay, so there is a limit for thread names (EDIT: precisely, that the game can read) as I knew (learned from you) and shared here:

 

Seriously... Is a good habit a bad idea? (That was a rhetorical question.) People tend to name their labels the same as they name their threads and as I recall, there IS a char limit to thread names.

 

To all: Uhh, I originally said "label" out of a good habit - I never said HAS TO BE for labels. Is it clear on what I said and when... more importantly, why now? (I admit it was a little backhanded but it was for the greater good.)

Edited by Midnightz

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coin-god

 

- You don't need to but if this is a CLEO script, put a jump-to-next label unless you want to lose your thread structure when compiled/decompiled.

No, you don't need that, as well as in the SCM. So,

 

 

jump @LIFE_LOOP:LIFE_LOOP

 

= useless anywhere in the scripts cool.gif .

 

As for the labels, there’s no limit for them actually. They could even be more than 256 chars in length (hah, who needs it?) tounge.gif.

Thats Rigth smile.gif

 

 

 

Guys the Code Midnigthz made works very good. I havent tested if when re-born (after die) the anim is normal walk agaion, but reading the code seems to be ok.

 

It is not very important, but no way to make it walk like normal? i mean, with no direction keys... just the mouse.

 

 

pic:

user posted image

 

edit: Now that i have the example code i can make the scripts for idle_damaged, run_damaged and stuff. cool.gif

Edited by goin-god

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Midnightz

 

Guys the Code Midnigthz made works very good. I havent tested if when re-born (after die) the anim is normal walk agaion, but reading the code seems to be ok.

 

It is not very important, but no way to make it walk like normal? i mean, with no direction keys... just the mouse.

 

edit: Now that i have the example code i can make the scripts for idle_damaged, run_damaged and stuff. cool.gif

Thank you. smile.gif (PLPynton taught me how.) It's present in a few of the mods I will be releasing - one of which is similar to this code... wink.gif

 

I'm not sure what you want the code to do now or also? An alternative/another approach to controlling movement during an animation is using opcodes like: 0612, 0613, 0614, 061A.

 

-Midnightz

 

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