Object animation's "saved" state

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Re: Object animation's "saved" state

Postby Tsar Hoikas » Tue Jul 15, 2008 6:56 am

You'll want to use this one, I think
Code: Select all
[ObjectName]:
    synchflags:
        - excludeallpersistentstate
    #Insert here custom AlcScript code


It will prevent Uru from saving anything related to your door... You'll likely want to dump all of the .sav files from your age to ensure that there are no conflicts. If that doesn't work, then there's a BOOG somewhere in PyPRP.

(I was actually going to include a second option... Then I realized my local copy of Plasma Explorer has a busted encrypted stream reader... And I was too lazy to dig out a stable version.)
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Re: Object animation's "saved" state

Postby boblishman » Tue Jul 15, 2008 7:26 am

ok ... that one works ... (the door "magically" closes when I leave the Age ... so it is always in the closed position when I return)

... not really what I want though ... :( ... (but at least we know Pyprp isn't BOOG'ed ... ;) )

I want Uru to "remember" that the door is already OPEN (if it is, in fact, open) - to match the animation position - when I re-enter my Age ... :oops:
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Object animation's "saved" state

Postby D'Lanor » Tue Jul 15, 2008 7:35 am

I guess the next question is: How do we link animation states to SDL states?
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Re: Object animation's "saved" state

Postby Tsar Hoikas » Tue Jul 15, 2008 7:44 am

Okay, so let's try option #2... The one I had to research (and still don't fully have prepared yet :<)

Code: Select all
[ObjectName]:
    synchflags:
        - excludepersistentstate
    #Insert here custom AlcScript code


In other words, just remove "all" from the flag name. That should tell it to exclude X states, but we didn't list any states, so they should all be saved...

Just so you know, this is a very big hack (to me anyway... Nadnerb would probably call it the correct way) and usually you'd want to use python in multiplayer to ensure age sanity ;)

A minor edit: Usually you would exclude the following states AGMaster (Animation), Responder, Layer, Sound, and XRegion. If it doesn't work, you may want to add XRegion (I would explain these... But Jeez, they're silly) to the synchstates dict.
Last edited by Tsar Hoikas on Tue Jul 15, 2008 7:50 am, edited 1 time in total.
Reason: A minor edit
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Re: Object animation's "saved" state

Postby boblishman » Tue Jul 15, 2008 7:47 am

Nadnerb wrote:
The way this should be handled is through SDL states, and python. This would require passing the animation responder to a python script and calling the script from the control buttons. The script would read SDL states on link in and would handle all the door control events. (saving them to SDL) I might be able to tell you how to do that, but not for a week or so, since I'm away from all my uru stuff at the moment.


D'Lanor ... I think that Nanerb´s previous comment means that we should be doing all this the "SDL" way ... but he's not a home at the moment and won't be back for a week or so to be able to test and then (hopefully) explain how we do it.

I must admit that I was confused how this "animation-state-automatic-saving" was going to impact on a multiplayer environment (if at all) ... and did mention it a few posts back, but no-one seems to have picked up on my question ...

EDIT: Hoik: looks like we cross posted ...
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Object animation's "saved" state

Postby boblishman » Tue Jul 15, 2008 7:50 am

OK ...I'll try option 2 now ... but it does seem that this "method" will mean muliplayers will not be "in sync" ... yeah ?
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Object animation's "saved" state

Postby Tsar Hoikas » Tue Jul 15, 2008 7:52 am

boblishman wrote:OK ...I'll try option 2 now ... but it does seem that this "method" will mean muliplayers will not be "in sync" ... yeah ?


Well, it means that the state will be saved to the server's .sav file. This is perfectly fine on single player, but on multiplayer... Errr yeah, the clients will likely be out of synch when a new player links into an age that's already started and has had the state manipulated. We can cross that bridge when we get there though.
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Re: Object animation's "saved" state

Postby boblishman » Tue Jul 15, 2008 8:01 am

ok...option 2 ... door animaton remains "open" ... but clicking the button causes the "snap closed/open" animation (like Nadnerbs oogoboogobogus suggestion) ...
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Object animation's "saved" state

Postby Tsar Hoikas » Tue Jul 15, 2008 8:16 am

uhhhh

Did you try adding the synchstates: - XRegion? That *may* (or may not) help.
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Re: Object animation's "saved" state

Postby boblishman » Tue Jul 15, 2008 8:22 am

how exactly .... (what is XRegion?)
when it comes to Age creation ... "DOH" seems to be my middle name...
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