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Multiple sprites for one actor http://45.55.195.193/viewtopic.php?f=1&t=24581 |
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Author: | Pantera1993 [ Fri Jul 15, 2011 4:15 pm ] |
Post subject: | Multiple sprites for one actor |
My situation is that I have an actor who's torso has say 30-ish sprites, designed to make the actor look like it's body pieces are turning and such, but I only want the sprites to cycle while the actor is firing. Is there a way to make this happen? |
Author: | Asklar [ Fri Jul 15, 2011 6:51 pm ] |
Post subject: | Re: Multiple sprites for one actor |
I guess you can do that with lua, not sure if you can with ini. |
Author: | Pantera1993 [ Fri Jul 15, 2011 11:23 pm ] |
Post subject: | Re: Multiple sprites for one actor |
Hmm, too bad I have absolutely no idea how to use lua |
Author: | Asklar [ Sat Jul 16, 2011 12:51 am ] |
Post subject: | Re: Multiple sprites for one actor |
But it shouldn't be too hard. Something on the update function to set it's frame to frame 000, and make it change if you click. Something like: Code: function Update(self) if self:IsPlayerControlled and self:GetController():IsState(0,true) then self.Frame = self.Frame + 1 if self.Frame = self.FrameCount then self.Frame = 0 end else self.Frame = 0 end end This is just a script that I think that could work, but I've never worked with sprites on lua, so probably it won't work. Someone who know more lua could make this code work? |
Author: | none [ Sat Jul 16, 2011 8:07 am ] |
Post subject: | Re: Multiple sprites for one actor |
Code: function Create(self) self.setframe = 0; end function Update(self) self.Frame = self.setframe; if self:IsPlayerControlled() and self:GetController():IsState(0,true) then if (self.Frame + 1) > (self.FrameCount - 1) then self.setframe = 0; else self.setframe = self.setframe + 1; end end end Make sure to set SpriteAnimMode = 0 in .ini file. |
Author: | Kettenkrad [ Sat Jul 16, 2011 8:32 am ] |
Post subject: | Re: Multiple sprites for one actor |
Is it possible to apply this to say, an actor, including limbs? The problem that I foresee is that leg / arm sprites already have ~5 frames. Can you just completely override the .ini script and replace a sprite set using .lua? |
Author: | none [ Sat Jul 16, 2011 3:49 pm ] |
Post subject: | Re: Multiple sprites for one actor |
Yes it seems you can. |
Author: | Roast Veg [ Sun Jul 17, 2011 4:59 pm ] |
Post subject: | Re: Multiple sprites for one actor |
It is totally possible, through MO fiddling to change the frame of every part of an actor, excluding the hands and feet, and has been done before, such as in some of the older versions of UniTec. |
Author: | Geti [ Mon Jul 18, 2011 10:12 am ] |
Post subject: | Re: Multiple sprites for one actor |
Plus Attachables on arms rotate to match the head (See: Dan is lazy and this is how guns aim at where you're pointing afaik) -> no real control, Attachables on legs function acceptably fairly often but can also lead to.. interesting impulse transmission unless you know what you're doing. Limb attachables are just generally a dodgy area. |
Author: | CCS [ Thu Jul 21, 2011 7:36 am ] |
Post subject: | Re: Multiple sprites for one actor |
Hey Pantera, maybe LFOWit can give a point in the right direction. His/her Armored Dummy Units have animated ribcages. |
Author: | Awesomeness [ Thu Aug 04, 2011 3:37 am ] |
Post subject: | Re: Multiple sprites for one actor |
I'm pretty sure I could do this with Lua, I've done plenty of animations before with Lua. But I do believe if you want it to just consistently swap frames, there's a way to do that with ini. I've seen it done with flames. Just look at the ini for Molotov Flame, in the Ronin explosives. It swaps frames via ini. Code: AddEffect = AEmitter PresetName = Molotov Fire Mass = 0.1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Ronin.rte/Devices/Explosives/MolFlame00.bmp FrameCount = 5 SpriteAnimMode = 1 SpriteAnimDuration = 250 SpriteOffset = Vector X = -5 Y = -6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 5 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowSmall.bmp EffectStartTime = 0 EffectStartStrength = 1.0 EffectAlwaysShows = 1 BurstTriggered = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 ParticlesPerMinute = 0 BurstSize = 0 BurstScale = 0 BurstSpacing = 0 EmissionDamage = 0 FlashOnlyOnBurst = 0 |
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