Newbie question: About paths and animation-changing events.

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Newbie question: About paths and animation-changing events.

Postby Diana Kennedy » Wed Dec 07, 2005 12:49 am

Hi to all!

I am still evaluating the Demo. I will buy it, as soon as I come to the conclusion that I actually will be able to do something creative with it. I have to say that I am a total newbie and dummie. So I would like to ask some probably real dumb questions about issues I am really stuck with:

About the path:

Okay, I was able to install the path and assign my actor with it. (a guy raising behind bushes) But there is where the issues start:

- the actor follows the path way too far. (he almost jumps out of the sceen. I set the points at the beginning and the end of the intended move. But the actor doesn't respect that.
-The actor bounces eternally. How can I set it the way that he appears, following the path ONCE?

In fact I have three animations for the guy, (3 gif files) one for when he raises, one when he talks, and one when he gets shot and falls back. I sorta manged to assign those animations to the actors, but It sems not to be possible to activate the path only for the FIRST animation, and not for the seccond and third. So they bounce on that path on an eternal loop, as the others.

Action: The actor should react with the "get shot animation" when somebody clicks with the mouse on it. I didn't find the "click with mouse" action, where is it?

Okay, I have plenty of other questions, but these are the most important. In advance thanks to anyone who is willing to help me. ;)

Diana
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Postby willg101 » Wed Dec 07, 2005 1:06 am

- the actor follows the path way too far. (he almost jumps out of the sceen. I set the points at the beginning and the end of the intended move. But the actor doesn't respect that.
-The actor bounces eternally. How can I set it the way that he appears, following the path ONCE?


I belive actors follow a path forever, until they are "told" to stop via an action.

So, do Event > Path finish > (your "jump/bounce" path) > change path > Event Actor / No Path / Both

Action: The actor should react with the "get shot animation" when somebody clicks with the mouse on it. I didn't find the "click with mouse" action, where is it?


Do event > mouse button down > script editor >
Code: Select all
if(animindex==2)ChangePath("Event Actor", "your path", BOTH_AXIS

Where 2 is replaced the animation number(index). [I used 2 becuase that is most likely the number you'll want]

Makslane can answer this better, I think, or I can make a demo for you if this doesn't help.
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Postby Diana Kennedy » Wed Dec 07, 2005 1:55 am

Thank you so much for answering. I will try out the advices and come back with the results!
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Re: Newbie question: About paths and animation-changing even

Postby makslane » Wed Dec 07, 2005 2:11 am

Diana Kennedy wrote:the actor follows the path way too far. (he almost jumps out of the sceen. I set the points at the beginning and the end of the intended move. But the actor doesn't respect that.


The path points aren'tis absolute, but relative to actor position when set the path.
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Re: Newbie question: About paths and animation-changing even

Postby Diana Kennedy » Wed Dec 07, 2005 12:01 pm

Thank you Willg and markslane,

makslane wrote:
The path points aren'tis absolute, but relative to actor position when set the path.


Hm. Okay. so I tried to do the thing with the move-to action, but It did'nt work. I maybe did an error.

What I actually managed (thanks to the real good tutorial of creating actor) is to make appear the actor in the game with a timer. This was dne with an event actor.


So, do Event > Path finish > (your "jump/bounce" path) > change path > Event Actor / No Path / Both


In the control of the bouncing actor or with an "event" actor?

(Probably hyper-stupid question, I know, as I said I really start for the first time, I am just starting to understand the concept.) I did it in the actors control, but it did not work.

Do event > mouse button down > script editor >
Code:
if(animindex==2)ChangePath("Event Actor", "your path", BOTH_AXIS

Where 2 is replaced the animation number(index). [I used 2 becuase that is most likely the number you'll want]


It was the 3.
Anyway: I didsn't manage to do this by script, but what I did was event - mouse down - change animation and it worked, in game mode wghen I click on the guy he falls back shot, but:

-The "falling down-animation" repeats for ever, and in the foreground, the previous animation reappears!

I feel I may be on sort of a righ path but still terribley wrong... :o

So I need to know:

-How can I make the animation exectue once only
-How prevent fierst animation to reappear?
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Re: Newbie question: About paths and animation-changing even

Postby makslane » Wed Dec 07, 2005 6:05 pm

Diana Kennedy wrote:
So, do Event > Path finish > (your "jump/bounce" path) > change path > Event Actor / No Path / Both


In the control of the bouncing actor or with an "event" actor?


If you put the path1 in an actor, in a Path Finish event on this actor, put the action 'Change Path' with this options:

Actor: Event Actor
Path: no path
Axis: Both
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Re: Newbie question: About paths and animation-changing even

Postby makslane » Wed Dec 07, 2005 6:07 pm

Diana Kennedy wrote:How can I make the animation exectue once only?


Use the 'Animation Finish' event and put the 'Change Animation Direction' with options:

Actor: Event Actor
Direction: Stopped
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Re: Newbie question: About paths and animation-changing even

Postby Diana Kennedy » Wed Dec 07, 2005 11:16 pm

makslane wrote:
Diana Kennedy wrote:How can I make the animation exectue once only?


Use the 'Animation Finish' event and put the 'Change Animation Direction' with options:

Actor: Event Actor
Direction: Stopped


Cool! Thios worked. But now, I stiull have the problem, that the fiorst animation is still here, and of course, the secconmd, too, he just don't move anymore. Isn't there a way to make old animation disappear when the new one begins?

Btw: I just bought the Editor today ;)
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Postby makslane » Thu Dec 08, 2005 12:28 pm

If are two actors, you can use the DestroyActor action
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Postby Diana Kennedy » Thu Dec 08, 2005 12:42 pm

No, its one actor who has 3 different animations: 1.raise from the bushes, 2. talk, 3. fall back shot.

Well, yesterday night I actually managed to get it done the way I wanted (one animation succeeding the other, with the prevuois removed) - but hell, I don't know HOW exactlyI did! I was so tired after hours of working on it, so it happened in sort of a coma. Tonight I will have to investigate again, to finally understand what it takes...
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Postby Diana Kennedy » Fri Dec 09, 2005 4:43 am

Stil don't really know HOW to make it work, but I managed to make it with my seccond character.

Now I have anolther problem. How can I remove the dead bodies from the game) I tryed the destrroy actor function, but this actually destroys the actor before he is really dead. (before the final animation.)
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Postby makslane » Fri Dec 09, 2005 12:03 pm

In this case, use the Destroy Actor action in the Animation Finish event.
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Postby Diana Kennedy » Sat Dec 10, 2005 4:14 am

Hm...Mark, it doesn't work.

I choosed actor - the guy - thank its last animation "get shot" >ad event > animation finish > animation "any animation" as well as "get shot" (I tried both) > destroy actor > immediate action.

What happens is, that the character really disappears immediatly after being shot, but it does not show the 2 previous animation, only the falliing animation and then disappear.

In fact, the best would be if there is a possibility to work with a timer: Means the body remains a minute or two after getting shot and then disappears. The problem for me is, I don't know how to make it that the timer starts only after the getting shot action and not earlier. Maybe the mouse-down action that contains also the shooting could start the timer?
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Postby Diana Kennedy » Sun Dec 11, 2005 10:34 pm

Okay, I managed to remove the dead bodies. It was probably a clumsy solution, but I did it this way: In the mouse-down button event on the guys not only is the "get shot" animation started, as well as the bang-sound, but also a timer is created, a timer that destroys the character after a few millisecconds.
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