Re: Animation interplay
Posted: Tue Jul 14, 2009 4:15 am
Okay thankyou very much D'L, I will give this a try over the next few days if possible. Really appreciate your help.
Ekimmai
Ekimmai
Code: Select all
# Pedestal Rises and Button 3 goes Green
PedRegion:
animations:
- name: PedRgnUp
autostart: 0
loop: 0
logic:
modifiers:
- tag: ActToggle
flags:
- multitrigger
activators:
- type: objectinvolume
triggers:
- enter
conditions:
- type: volumesensor
satisfied: true
direction: enter
actions:
- type: pythonfile
ref: $BoolToggle
- type: responder
ref: :PedUp
actions:
- type: pythonfile
tag: BoolToggle
pythonfile:
file: xAgeSDLBoolToggle
parameters:
- type: activator
ref: logicmod:$ActToggle
- type: string
value: PedUpsdl
- type: skip
- type: skip
- type: string
value: PedUpsdl
- type: responder
name: PedUp
responder:
states:
- cmds:
- type: animcmdmsg
params:
receivers:
- 006D:PedRegion
animname: PedRgnUp
cmds:
- continue
waiton: -1
- type: soundmsg
params:
receivers:
- 0011:emitscreen
cmds:
- play
- setvolume
volume: 0.6
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:FloorPanel
animname: FPanelDown
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:FloorFlap1
animname: Flap1Open
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:FloorFlap2
animname: Flap2Open
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:PedestalFloor
animname: PFloorUp
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:PedestalFoot
animname: PedFUp
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:PedestalBase
animname: PedBUp
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:PedestalRamp
animname: PedRUp
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:Pedestal
animname: PedUp
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:PedestalBlocker
animname: PedBlockUp
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 0043:ButtonMat3-ButtonLayer3
cmds:
- continue
waiton: -1
Code: Select all
- type: pythonfile
pythonfile:
file: xAgeSDLBoolRespond
parameters:
- type: string
value: PedUpsdl
- type: responder
ref: $PedUp
- type: responder
ref: $???
- type: bool
value: false
- type: bool
value: true
Code: Select all
- type: pythonfile
tag: BoolSet
pythonfile:
file: xAgeSDLBoolSet
parameters:
- type: activator
ref: logicmod:$ActToggle
- type: string
value: PedUpsdl
- type: skip
- type: skip
- type: skip
- type: skip
- type int
value: 1
- type: string
value: PedUpsdl
Code: Select all
# Button 3 pressed - opens/shuts Door3
Button3:
visual:
matanims:
- mat: ButtonMat3
flags:
- stopped
logic:
modifiers:
- tag: AutoClick
cursor: poised
flags:
- localelement
activators:
- type: objectinvolume
remote: ButtonRgn3
triggers:
- any
conditions:
- type: activator
activators:
- type: picking
- type: objectinbox
satisfied: true
actions:
- type: pythonfile
ref: $BoolToggle
actions:
- type: pythonfile
tag: BoolToggle
pythonfile:
file: xAgeSDLBoolToggle
parameters:
- type: activator
ref: logicmod:$AutoClick
- type: string
value: D3sdl
- type: skip
- type: skip
- type: string
value: D3sdl
ButtonOneshot3:
logic:
actions:
- type: oneshot
name: ButtonOneshot3
oneshot:
animation: DoorButtonTouch
DoorRight3:
animations:
- name: DoorR3Open
autostart: 0
loop: 0
loopstart: 0
loopend: 6
- name: DoorR3Close
autostart: 0
loop: 0
loopstart: 6
loopend: 12
logic:
actions:
- type: pythonfile
# tag: BoolRespond
pythonfile:
file: xAgeSDLBoolRespond
parameters:
- type: string
value: D3sdl
- type: responder
ref: :D3Open
- type: responder
ref: :D3Close
- type: bool
value: false
- type: bool
value: true
- type: responder
name: D3Open
responder:
states:
- cmds:
- type: oneshotmsg
params:
receivers:
- oneshotmod:ButtonOneshot3
callbacks:
- marker: "DoorButtonTouch"
receiver: respondermod:D3Open
user: 0
waiton: -1
- type: soundmsg
params:
receivers:
- 0011:emitbutton
cmds:
- play
- setvolume
volume: 0.6
waiton: 0
- type: soundmsg
params:
receivers:
- 0011:emitdoor3o
cmds:
- play
- setvolume
volume: 0.6
waiton: 0
- type: animcmdmsg
params:
receivers:
- 006D:LockPoleL
animname: LockPLUp
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockPoleR
animname: LockPRUp
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarL1
animname: LockBL1Up
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarL2
animname: LockBL2Up
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarL3
animname: LockBL3Up
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarR1
animname: LockBR1Up
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarR2
animname: LockBR2Up
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarR3
animname: LockBR3Up
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:DoorLeft3
animname: DoorL3Open
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:DoorRight3
animname: DoorR3Open
cmds:
- continue
waiton: -1
nextstate: 1
waittocmd:
- key: 0 #cmds with waiton of 0
msg: 0 #wait for callback for user 0
curstate: 0
flags:
- detecttrigger
- type: responder
name: D3Close
responder:
states:
- cmds:
- type: oneshotmsg
params:
receivers:
- oneshotmod:ButtonOneshot3
callbacks:
- marker: "DoorButtonTouch"
receiver: respondermod:D3Close
user: 0
waiton: -1
- type: soundmsg
params:
receivers:
- 0011:emitbutton
cmds:
- play
- setvolume
volume: 0.6
waiton: 0
- type: soundmsg
params:
receivers:
- 0011:emitdoor3c
cmds:
- play
- setvolume
volume: 0.6
waiton: 0
- type: animcmdmsg
params:
receivers:
- 006D:LockPoleL
animname: LockPLDn
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockPoleR
animname: LockPRDn
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarL1
animname: LockBL1Dn
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarL2
animname: LockBL2Dn
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarL3
animname: LockBL3Dn
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarR1
animname: LockBR1Dn
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarR2
animname: LockBR2Dn
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:LockBarR3
animname: LockBR3Dn
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:DoorLeft3
animname: DoorL3Close
cmds:
- continue
waiton: -1
- type: animcmdmsg
params:
receivers:
- 006D:DoorRight3
animname: DoorR3Close
cmds:
- continue
waiton: -1
nextstate: 0
waittocmd:
- key: 0
msg: 0
curstate: 0
flags:
- detecttrigger
ekimmai wrote:Also D'L, for the BoolSet alternative where is the responder triggered? There are 2 for xAgeSDLBoolRespond but seemingly none for xAgeSDLBoolSet so how does it know whihc animations to trigger?
THANKS