just wondering if it's bad to use them, i know they're slow but im planning on doing something like this which seems an easy way for me to handle for now.
;set for constants for each animation
Const iIdle_Equipped_Nothing% = 0
Const iIdle_Equipped_Camera% = 1
Const iIdle_Equipped_Stick% = 2
Const iIdle_Equipped_Stone% = 3
Const iIdle_Equipped_LargeObject% = 4
Const iSneak_Equipped_Nothing% = 0
Const iSneak_Equipped_Camera% = 1
Const iSneak_Equipped_Stick% = 2
Const iSneak_Equipped_Stone% = 3
Const iSneak_Equipped_LargeObject% = 4
Const iWalk_Equipped_Nothing% = 0
Const iWalk_Equipped_Camera% = 1
Const iWalk_Equipped_Stick% = 2
Const iWalk_Equipped_Stone% = 3
Const iWalk_Equipped_LargeObject% = 4
Const iJog_Equipped_Nothing% = 0
Const iJog_Equipped_Camera% = 1
Const iJog_Equipped_Stick% = 2
Const iJog_Equipped_Stone% = 3
Const iJog_Equipped_LargeObject% = 4
Const iRun_Equipped_Nothing% = 0
Const iRun_Equipped_Camera% = 1
Const iRun_Equipped_Stick% = 2
Const iRun_Equipped_Stone% = 3
Const iRun_Equipped_LargeObject% = 4
Const iItem_Equipped_Nothing% = 0
Const iItem_Equipped_Camera% = 1
Const iItem_Equipped_Stick% = 2
Const iItem_Equipped_Stone% = 3
Const iItem_Equipped_LargeObject% = 4
Type MovementAnimation
Field IdleAnimation[4]
Field SneakAnimation[4]
Field WalkAnimation[4]
Field JogAnimation[4]
Field RunAnimation[4]
End Type
Type MainCharacter
field action.MovementAnimations
End Type
then each field will be
;then setuptypes like this
Type MainCharacter
Field Name$ , ModelMesh
Field animation.MovementAnimation
End Type
Type MovementAnimation
Field IdleAnimation[4]
Field SneakAnimation[4]
Field WalkAnimation[4]
Field JogAnimation[4]
Field RunAnimation[4]
End Type
p.MainCharacter = New MainCharacter
p\animation = New MovementAnimation
p\animation\IdleAnimation[iIdle_Equipped_Nothing] = ExtractAnimSeq etc
;set for constants for each animation
Const iIdle_Equipped_Nothing% = 0
Const iIdle_Equipped_Camera% = 1
Const iIdle_Equipped_Stick% = 2
Const iIdle_Equipped_Stone% = 3
Const iIdle_Equipped_LargeObject% = 4
Const iSneak_Equipped_Nothing% = 0
Const iSneak_Equipped_Camera% = 1
Const iSneak_Equipped_Stick% = 2
Const iSneak_Equipped_Stone% = 3
Const iSneak_Equipped_LargeObject% = 4
Const iWalk_Equipped_Nothing% = 0
Const iWalk_Equipped_Camera% = 1
Const iWalk_Equipped_Stick% = 2
Const iWalk_Equipped_Stone% = 3
Const iWalk_Equipped_LargeObject% = 4
Const iJog_Equipped_Nothing% = 0
Const iJog_Equipped_Camera% = 1
Const iJog_Equipped_Stick% = 2
Const iJog_Equipped_Stone% = 3
Const iJog_Equipped_LargeObject% = 4
Const iRun_Equipped_Nothing% = 0
Const iRun_Equipped_Camera% = 1
Const iRun_Equipped_Stick% = 2
Const iRun_Equipped_Stone% = 3
Const iRun_Equipped_LargeObject% = 4
Const iItem_Equipped_Nothing% = 0
Const iItem_Equipped_Camera% = 1
Const iItem_Equipped_Stick% = 2
Const iItem_Equipped_Stone% = 3
Const iItem_Equipped_LargeObject% = 4
Type MovementAnimation
Field IdleAnimation[4]
Field SneakAnimation[4]
Field WalkAnimation[4]
Field JogAnimation[4]
Field RunAnimation[4]
End Type
Type MainCharacter
field action.MovementAnimations
End Type
then each field will be
;then setuptypes like this
Type MainCharacter
Field Name$ , ModelMesh
Field animation.MovementAnimation
End Type
Type MovementAnimation
Field IdleAnimation[4]
Field SneakAnimation[4]
Field WalkAnimation[4]
Field JogAnimation[4]
Field RunAnimation[4]
End Type
p.MainCharacter = New MainCharacter
p\animation = New MovementAnimation
p\animation\IdleAnimation[iIdle_Equipped_Nothing] = ExtractAnimSeq etc