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PlusEighteen
Joined: Thu Aug 27, 2009 1:26 am Posts: 67
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Re: Megaman Actor and/or weaponry
411570N3 wrote: Try adding SpriteAnimMode = <Some number between 0 and 5, I forget which> Where would that go?
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Sat Oct 24, 2009 7:34 am |
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PlusEighteen
Joined: Thu Aug 27, 2009 1:26 am Posts: 67
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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.
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Sat Oct 24, 2009 7:57 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Megaman Actor and/or weaponry
Animating things through Lua isn't too difficult.
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Sat Oct 24, 2009 8:09 am |
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PlusEighteen
Joined: Thu Aug 27, 2009 1:26 am Posts: 67
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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.
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Sun Oct 25, 2009 12:57 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Megaman Actor and/or weaponry
Ask mail12345 or Zalo, or TLB. Someone of that nature.
The Lua you would need wouldn't be too hard to learn.
Last edited by CrazyMLC on Tue Oct 27, 2009 6:27 am, edited 1 time in total.
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Sun Oct 25, 2009 1:24 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Megaman Actor and/or weaponry
.... There is no 1.
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Tue Oct 27, 2009 6:21 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Megaman Actor and/or weaponry
I thought that there was a problem with it.
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Tue Oct 27, 2009 6:23 am |
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PlusEighteen
Joined: Thu Aug 27, 2009 1:26 am Posts: 67
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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?
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Tue Oct 27, 2009 8:03 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Megaman Actor and/or weaponry
Well if your animation mode that you want isn't here: SpriteAnimMode * 0 = NOANIM * 1 = ALWAYSLOOP * 2 = ALWAYSRANDOM * 3 = ALWAYSPINGPONG * 4 = LOOPWHENMOVING * 5 = LOOPWHENOPENCLOSE * 6 = PINGPONGOPENCLOSE then yeah.
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Tue Oct 27, 2009 8:09 am |
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PlusEighteen
Joined: Thu Aug 27, 2009 1:26 am Posts: 67
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Re: Megaman Actor and/or weaponry
CrazyMLC wrote: Well if your animation mode that you want isn't here: SpriteAnimMode * 0 = NOANIM * 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?
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Tue Oct 27, 2009 8:12 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Megaman Actor and/or weaponry
Anywhere, I think, but to be safe just put it in after you name the sprite.
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Tue Oct 27, 2009 8:16 am |
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PlusEighteen
Joined: Thu Aug 27, 2009 1:26 am Posts: 67
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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.
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Tue Oct 27, 2009 8:20 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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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
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Tue Oct 27, 2009 8:32 am |
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PlusEighteen
Joined: Thu Aug 27, 2009 1:26 am Posts: 67
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Re: Megaman Actor and/or weaponry
Still nothing. Maybe if I give it to you you could get it to work? :3
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Tue Oct 27, 2009 8:37 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Megaman Actor and/or weaponry
I'm kinda busy, sorry. :/
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Tue Oct 27, 2009 8:44 am |
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