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How to code a handaxe animation


Moliblazer
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I can't figure out how to make it so the animation waits for the handaxe to return. I looked at the docs and there was nothing about it, but I doubt its hardcoded, as there do exist custom axe animation in the comunity.

So, how do you do it?

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Are you using C05 (wait for spell animation)? Handaxe and javelin animations are considered spell animations.

Example from my Axe Knight animation:

//begin Mode 5
C03
C07
1  p- throw1.png
2  p- throw4.png
2  p- throw5.png
18  p- throw6.png
C22
2  p- throw7.png
C05 // Call animation associated with equipped weapon
2  p- throw8.png
C13 // There's also this, but the documentation is pretty vague
3 p- throw9.png
3 p- throw10.png
3 p- throw11.png
C01
3  p- throw4.png
3  p- throw1.png
C06
C0D
~~~
Edited by Primefusion
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Are you using C05 (wait for spell animation)? Handaxe and javelin animations are considered spell animations.

Example from my Axe Knight animation:

//begin Mode 5
C03
C07
1  p- throw1.png
2  p- throw4.png
2  p- throw5.png
18  p- throw6.png
C22
2  p- throw7.png
C05 // Call animation associated with equipped weapon
2  p- throw8.png
C13 // There's also this, but the documentation is pretty vague
3 p- throw9.png
3 p- throw10.png
3 p- throw11.png
C01
3  p- throw4.png
3  p- throw1.png
C06
C0D
~~~

The problem isn't loading the hand axe animation, it's waiting for the handaxe to return so the recovery animation can be played, which neither C05 nor C13 seem to do.

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Nevermind, I just figured out that handaxes use mode 5 even when the are up close, and I was testing things out with changing mode 1. And now it seems to work.

Btw it seems that C13 is the "wait for the handaxe to return" command, but I'm not sure.

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