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animations in cortex command
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Author:  robolee [ Tue Jan 15, 2008 3:05 am ]
Post subject:  animations in cortex command

I'm sure at least a few of you have no idea of how to make an in game animation so I thought I would post it here as it could be a very good thing if people use it for instance:

scenery objects;
bubbling pot/test tube
computer panel with flashing lights and all that futuristic stuff
monitor with blue screen of death, or running a program
hamster cage with hamster running in its wheel
the tutorial monitor things (AKA a message on what to do next)

but one of the completely awesome things that no-one has thought of:
A 3D view on a 2D CC; A WINDOW... but not just any window, a window that is showing a couple of people working on something in the room BEHIND the room that you are currently in (sounds more epic than it actually is but still, it makes you think that CC isn't just a flat single plane where there is only left, right, up and down.

updated:
Attachment:
Image1.gif

Author:  Djinn [ Tue Jan 15, 2008 4:06 am ]
Post subject:  Re: animations in cortex command

Definitely knew about it and am using it in several backburner projects, but it's a neat thing that everyone should know about. One thing you missed was mentioning BodyAnimMode, which does different things depending on the setting. So far I've seen:

BodyAnimMode = 1 - Runs through animation at desired rate
BodyAnimMode = 3 - Runs through random frames (I think) at desired rate
BodyAnimMode = 5 - Runs through frames only when triggered (like an ACrab movement... even when pinned)

Now it's been a while since I played with it, but I'm pretty sure that's a few of em.

Author:  robolee [ Tue Jan 15, 2008 4:30 am ]
Post subject:  Re: animations in cortex command

Djinn wrote:
Definitely knew about it and am using it in several backburner projects, but it's a neat thing that everyone should know about. One thing you missed was mentioning BodyAnimMode, which does different things depending on the setting. So far I've seen:

BodyAnimMode = 1 - Runs through animation at desired rate
BodyAnimMode = 3 - Runs through random frames (I think) at desired rate
BodyAnimMode = 5 - Runs through frames only when triggered (like an ACrab movement... even when pinned)

Now it's been a while since I played with it, but I'm pretty sure that's a few of em.


I will work on this for like 2 hours tomorrow, with result table.

I noticed this the very day I got build 19, I had to change all bunker menu names and stumbled upon it.

BUT I WANT TO SEE SOME GOOD STUFF FROM IT... read that guys? that is why I posted it really.

Author:  Azukki [ Tue Jan 15, 2008 5:16 am ]
Post subject:  Re: animations in cortex command

Hmm, what about GetsHitByMOs = 0 doorless motors?
Wait, doorless kills them. Worthless door instead.

Wouldn't that make a non-controllable screen that automatically activates when you get near?

Author:  Silver [ Tue Jan 15, 2008 5:38 am ]
Post subject:  Re: animations in cortex command

Would it be possible to use this to make a moving backround image, mayhaps?

Author:  robolee [ Tue Jan 15, 2008 11:24 pm ]
Post subject:  Re: animations in cortex command

updated it for more available use.

Author:  eternjc [ Tue Jan 15, 2008 11:44 pm ]
Post subject:  Re: animations in cortex command

I really like the idea of animation. But is anyone else bothered by the flickering? Would a higher image count help that, or is it how the animations are implemented? One or two flickering animations is one thing; a whole bunker full of them means very sore eyes very quickly.

Author:  Djinn [ Wed Jan 16, 2008 12:03 am ]
Post subject:  Re: animations in cortex command

eternjc wrote:
I really like the idea of animation. But is anyone else bothered by the flickering? Would a higher image count help that, or is it how the animations are implemented? One or two flickering animations is one thing; a whole bunker full of them means very sore eyes very quickly.


Higher image count fixes it. Or a slower animation speed. But the higher the count, the smoother and better it looks.

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