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animation sequence incorrectly displayed

PostPosted: Sat Feb 02, 2008 3:18 am
by yttermayn
I have an animation sequence that dosn't work properly. It is initiated and stopped by script rather than by event. For some reason, if my sequence is 0;1;2;3, it will start displaying the last frame first- 3;0;1;2;3. I have attached a ged with animation. Thanks!
edit: Removed file, see updated file a couple posts down.

Re: animation sequence incorrectly displayed

PostPosted: Sat Feb 02, 2008 12:35 pm
by j2graves
it tends to do that when the animation is multiple files. try making the animation one file with each frame side by side.

Re: animation sequence incorrectly displayed

PostPosted: Sat Feb 02, 2008 9:57 pm
by yttermayn
Thanks, I will try that!

Re: animation sequence incorrectly displayed

PostPosted: Sun Feb 03, 2008 12:15 am
by yttermayn
Ok, I tried putting it all on one sprite sheet, and the same exact thing happens. More info: I made a text actor to display numbers while the game is running, and set it to show the sprite's animation frame. (a watch window, in programmer speak) I can see that for whatever reason, the last frame in the sequence is indeed getting placed in the actor.animpos variable first, then the rest of the sequence runs. I have updated my test .ged to show this.

Re: animation sequence incorrectly displayed

PostPosted: Tue Feb 05, 2008 2:09 pm
by yttermayn
Well, I've been trying a bunch of different things, and this is still unresolved. Looks like i'm going to have to script the animation and use a timer to pace it to the right animation speed. I'm guessing it's an unresolved bug, at least in my version anyways.