Data Realms Fan Forums http://45.55.195.193/ |
|
Megaman Actor and/or weaponry http://45.55.195.193/viewtopic.php?f=75&t=16872 |
Page 2 of 3 |
Author: | PlusEighteen [ Sat Oct 24, 2009 7:34 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
411570N3 wrote: Try adding SpriteAnimMode = <Some number between 0 and 5, I forget which> Where would that go? |
Author: | PlusEighteen [ Sat Oct 24, 2009 7:57 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
A lot of this depends on making objects that are animated sprites, so I need to learn how to do that. Animated on their own, and not triggering when fired or on impact. I have a lot of ideas, but if I can't make things animate themselves automatically a lot of them are meaningless. |
Author: | CrazyMLC [ Sat Oct 24, 2009 8:09 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Animating things through Lua isn't too difficult. |
Author: | PlusEighteen [ Sun Oct 25, 2009 12:57 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Well I have no idea how lua works. The entire mod depends on me being able to make animated objects, I can't go forward until that's solved. |
Author: | CrazyMLC [ Sun Oct 25, 2009 1:24 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Ask mail The Lua you would need wouldn't be too hard to learn. |
Author: | mail2345 [ Tue Oct 27, 2009 6:21 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
.... There is no 1. |
Author: | CrazyMLC [ Tue Oct 27, 2009 6:23 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
I thought that there was a problem with it. |
Author: | PlusEighteen [ Tue Oct 27, 2009 8:03 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Are you sure there's no way to animate things with just .ini files? Do I have to use lua? |
Author: | CrazyMLC [ Tue Oct 27, 2009 8:09 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Well if your animation mode that you want isn't here: SpriteAnimMode
* 1 = ALWAYSLOOP * 2 = ALWAYSRANDOM * 3 = ALWAYSPINGPONG * 4 = LOOPWHENMOVING * 5 = LOOPWHENOPENCLOSE * 6 = PINGPONGOPENCLOSE then yeah. |
Author: | PlusEighteen [ Tue Oct 27, 2009 8:12 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
CrazyMLC wrote: Well if your animation mode that you want isn't here: SpriteAnimMode
* 1 = ALWAYSLOOP * 2 = ALWAYSRANDOM * 3 = ALWAYSPINGPONG * 4 = LOOPWHENMOVING * 5 = LOOPWHENOPENCLOSE * 6 = PINGPONGOPENCLOSE then yeah. Ooooohhhhhhhhh I thought that number was how many frames. Where does that line go though? |
Author: | CrazyMLC [ Tue Oct 27, 2009 8:16 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Anywhere, I think, but to be safe just put it in after you name the sprite. |
Author: | PlusEighteen [ Tue Oct 27, 2009 8:20 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Code: RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = XBuster.rte/BusterRound.bmp SpriteAnimMode = 4 FrameCount = 5 OrientToVel = 0.6 SpriteOffset = Vector X = -1 Tried 1, 2 and 4, with no change, it's still stuck on the first image. |
Author: | CrazyMLC [ Tue Oct 27, 2009 8:32 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Code: RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = XBuster.rte/BusterRound.bmp FrameCount = 5 SpriteAnimMode = 1 OrientToVel = 0.6 SpriteOffset = Vector X = -1 |
Author: | PlusEighteen [ Tue Oct 27, 2009 8:37 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
Still nothing. Maybe if I give it to you you could get it to work? :3 |
Author: | CrazyMLC [ Tue Oct 27, 2009 8:44 am ] |
Post subject: | Re: Megaman Actor and/or weaponry |
I'm kinda busy, sorry. :/ |
Page 2 of 3 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |