Object animation's "saved" state

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Re: Object animation's "saved" state

Postby Tsar Hoikas » Tue Jul 15, 2008 8:27 am

boblishman wrote:how exactly .... (what is XRegion?)


Code: Select all
[ObjectName]:
    synchflags:
        - excludepersistentstate
    synchstates:
        - XRegion


Exclude Regions (XRegions) are used to warp the avatar to a "safe point" should the avatar be in the way of a door closing or a random cow falling from the top of the cavern... So, say I was standing in the middle of the shell door in the Watcher's Sanctuary and some fool decides to do the PotS puzzle... Well, the door closes on me, but rather than smashing me and making my blood stain the centuries old door, my avatar is warped to one of many possible safe points (although Cyan usually just has one specified).

I actually did find it funny one time where I traced a stack dump into plExcludeRegionModifier... Cyan didn't specify any safe points :P
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Re: Object animation's "saved" state

Postby boblishman » Tue Jul 15, 2008 8:43 am

ok....done ... but same as before I'm afraid ... (remembers door open psition but snap/open door animation)
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Re: Object animation's "saved" state

Postby Tsar Hoikas » Tue Jul 15, 2008 8:46 am

Can you do this with your latest export? We'll have to see if the flags and excludes are being set properly.

Robert The Rebuilder wrote:boblishman: Use PlasmaShop's PRPTool to open the door's SceneObject in your PRP file. Then click on the Synched Object Info link, which will show a dialog with checkboxes - one for each of the enumerations that Paradox listed.
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Re: Object animation's "saved" state

Postby GPNMilano » Tue Jul 15, 2008 9:39 am

Tsar Hoikas wrote:I actually did find it funny one time where I traced a stack dump into plExcludeRegionModifier... Cyan didn't specify any safe points :P


Where was it you got stuck that caused the stack dump, if you don't mind my asking? Oddly enough, I've come out of flymode in the E'rcana mixers, with them on, and I was never warped to a safe point. Weird.
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Re: Object animation's "saved" state

Postby diafero » Tue Jul 15, 2008 10:10 am

Regarding saving state in a multiplayer environment, I'm quite sure only the SDL is saved (at least for UU and Alcugs servers, I doubt this changed for MOUL/MORE). I thought the .sav files did the same, but obviously I was wrong ;-) So using some strange flags to save these state should really not be the way to go, everything would have to be re-done.
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Re: Object animation's "saved" state

Postby Tsar Hoikas » Tue Jul 15, 2008 10:20 am

GPNMilano wrote:
Tsar Hoikas wrote:I actually did find it funny one time where I traced a stack dump into plExcludeRegionModifier... Cyan didn't specify any safe points :P


Where was it you got stuck that caused the stack dump, if you don't mind my asking? Oddly enough, I've come out of flymode in the E'rcana mixers, with them on, and I was never warped to a safe point. Weird.


Back in the good days of UU in the Watcher's Sanctuary... Someone closed the bridge door as I was about to walk across it. The Exclude Region is triggered by the responder, so you wouldn't have gotten them in flymode.
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Re: Object animation's "saved" state

Postby GPNMilano » Tue Jul 15, 2008 11:00 am

Tsar Hoikas wrote:The Exclude Region is triggered by the responder, so you wouldn't have gotten them in flymode.


Ah, gotcha. Though, I have to admit it was kind of fun being locked down in the mixer.
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Re: Object animation's "saved" state

Postby boblishman » Tue Jul 15, 2008 11:22 am

Tsar Hoikas wrote:Can you do this with your latest export? We'll have to see if the flags and excludes are being set properly.


sorry for the delay ... RL called me away (grrrrr) ....

door_Xregion.jpg
door_Xregion.jpg (58.53 KiB) Viewed 4359 times
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Re: Object animation's "saved" state

Postby Tsar Hoikas » Tue Jul 15, 2008 2:11 pm

My Response: O.o... Uhhh, I'll get back with you.

R/L called me away too... Well, more like 3 hours of sleep + my plRandomBarfModifier
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Re: Object animation's "saved" state

Postby boblishman » Wed Jul 16, 2008 7:36 am

OK ... it seems that the way to go would be with the "- excludeallpersistentstate" flag, and to use Python to save both the animation and responder states to the SDL file (for mulitplayer compatability - I really don't want to have to "remake" animations for MOUL) ... so I guess I need to hang on for nadnerb to get back to us ... yeah ?
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