Set Icon Walking Macro / ultima6 anyone?
Posted: Fri Aug 30, 2013 6:42 am
I made a macro that simulates the walking in ultima6
It uses 12 tiles, three tiles per direction, n s e w.
using lastmov and qa 40 #
Here is a video:
Video Link
Drawback: Monsters can not change tiles with there direction moves.
Question: ACK must know that a monster is going to move in a direction. Could we use a hAck to, instead of animating in one spot, to somehow have ack make them use a tile to change a direction?
If so then I would definitely use this way of walking.
In the video, I had to have the ground objects run the macro. The step macro would not run the qa 40 #.
Which is better because it should only run if the process of walking is taking place rather then for any action being performed. EDIT: icon = # will run, better.
more about changing player icon:http://www.joltcountry.com/phpBB2/viewtopic.php?t=5746
It uses 12 tiles, three tiles per direction, n s e w.
using lastmov and qa 40 #
Here is a video:
Video Link
Drawback: Monsters can not change tiles with there direction moves.
Question: ACK must know that a monster is going to move in a direction. Could we use a hAck to, instead of animating in one spot, to somehow have ack make them use a tile to change a direction?
If so then I would definitely use this way of walking.
In the video, I had to have the ground objects run the macro. The step macro would not run the qa 40 #.
Which is better because it should only run if the process of walking is taking place rather then for any action being performed. EDIT: icon = # will run, better.
more about changing player icon:http://www.joltcountry.com/phpBB2/viewtopic.php?t=5746