Author Topic: Anim scripting  (Read 1922 times)

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Offline Lightfoot

Anim scripting
« on: December 30, 2002, 10:09:36 AM »
OK, So I have a dog that is sleeping on the sidewalk. When you give him a bone he takes it and runs off. But I have 3 loops. The first one is him sleeping, the second is him sniffing the bone ,waking up and putting it in his mouth, and the third is him running away.

I can get the sleeping loop to play by default, but when I give him the bone and it switches to the 2nd loop, I have no way of triggering the third loop at the end of the second loop.


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Offline Lightfoot

Re:Anim scripting
« Reply #1 on: December 30, 2002, 10:43:33 AM »
I went through the states tutorial and got that working. But I can't seem to pass the "RoomScript" param to the SetLoop function.
Ich lerne deutsch

Offline Lightfoot

Re:Anim scripting
« Reply #2 on: January 02, 2003, 10:34:26 AM »
I don't know if this is the best way to do it...
but this is what I've done.

in game.sc
Code: [Select]
(method(DogAct dact)
      (if(paramTotal)
           = DOGACT dact
      )
      return(DOGACT)
)
Then whenever I want to set it to a new state.
Code: [Select]
(send gGame:DogAct(1))
and to check it's state
Code: [Select]
(if(== (send gGame:DogAct()) 1)
        Print("This is stage one of the dog action sequence.")
)

It works, but I wonder if there is an easier way to have a multiroom actor sequence.
Ich lerne deutsch


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