Page 3 of 4
Re: Non GlobalAnimations test age
Posted: Sun Jul 20, 2008 2:31 am
by Grogyan
I havn't got that far with learning all the nooks of AlcScript, hence i'm trying small steps
Re: Non GlobalAnimations test age
Posted: Sat Jan 03, 2009 12:46 am
by Grogyan
Back to this problem again, same exact problem.
I had created another topic, but found this one that I had started, and still having the problem
I have an empty that is where the animation starts from, a region, and in another blend file same setup but with a clickable
I've tried variations from both GoW and GoMa sites to no avail
Click to animate avatar or
avatar enters a region that triggers the oneshotmod
This is the code that Lontahv helped me with but it has a bug in it that I can't find.
- Show Spoiler
Code: Select all
# The empty is where the animation will start from
# this is called the seek point
OneShotSeekPt:
type: oneshot
# Tell the game what animation will play
oneshot:
# In this case its a non global avatar animation
# Inside the Init file you put in the full name
# of the animation but with a prefix
# Eg
# Nav.PageInHold FemaleSwimDockExit
# Nav.PageInHold MaleSwimDockExit
#
# These lines will hold that animation reference
# till it gets called by the following
animation: SwimDockExit
# The name of the region to activate the oneshotmod animation
OneShotRgn:
# Has some logic referenced to it
logic:
modifiers:
- tag: OneShotRgn
activators:
- type: objectinvolume
triggers:
- enter
conditions:
- type: volumesensor
satisfied: true
direction: enter
actions:
- type: responder
ref: OneShotSeekPt
actions:
- type: responder
name: OneShotSeekPt
responder:
states:
- cmds:
- type: oneshotmsg
params:
receivers:
- oneshotmod:OneShotSeekPt
what happens is if you walk backwards after the animation has finished, the avatar ends up doing the animation in an eternal loop.
Can anyone please help, preferrably not wih quickscripts, as I want to try really hard this time to know how to script this game
Re: Non GlobalAnimations test age
Posted: Sun Jan 04, 2009 4:50 pm
by Grogyan
I'm an idiot, I forgot to have the clickable itself set as an actor with bounds toggled.
Quickscript works, but i'd like to do it with full script
And I still would like the animation to play by region trigger only
Re: Non GlobalAnimations test age
Posted: Sun Jan 04, 2009 5:17 pm
by D'Lanor
You can look into the logfile and see the full script that the quickscript creates. Then you can adapt that to your wishes.
Re: Non GlobalAnimations test age
Posted: Sun Jan 04, 2009 11:27 pm
by Grogyan
I've applied the script that appears in the log file, but the animation doesn't not work, i've gone through the python file, the log file and my script to see if anything is different than the generated quickscript, and I can't find a problem
from what I can see the script is broken into 2 lots, one for the object the other for the seek point, i'm kinda poking in the dark here
- Show Spoiler
Code: Select all
#ClickPlane:
# physical:
# pinned: true
# cursor: poised
# quickscript:
# simpleclick:
# region: OneShotRgn
# animation: SwimDockExit
# animtarget: OneShotSeekPt
# autorun: true
ClickPlane:
physical:
pinned: true
logic:
modifiers:
- tag: AutoClick
cursor: poised
flags:
- localelement
activators:
- type: objectinvolume
remote: OneShotRgn
triggers:
- any
conditions:
- type: activator
activators:
- type: picking
- type: objectinbox
satisfied: true
actions:
- type: oneshot
ref: $AutoClick
OneShotSeekPt:
logic:
actions:
- type: oneshot
tag: AutoClick
oneshot:
animation: SwimDockExit
seektime: 1.0
remote: OneShotSeekPt
so as to ececuting the script for region triggering, I am clueless
Re: Non GlobalAnimations test age
Posted: Fri Jan 09, 2009 2:11 pm
by Grogyan
Grr, I finally got the full script to work for a clickable, lots of indentation problems, this what I hate about AlcScript, that and not knowing what order to put things in.
I'm trying to get the quickscript.selfanimation.animation working, and thus far it isn't even loading the quickscript, let alone resolving it
Tried setting the region as oneshot and as a responder, nothing is working
Code: Select all
OneShotRgn:
quickscript:
selfanimation:
region: OneShotRgn
animation: SwimDockExit
seektime: 1.0
remote: OneShotSeekPt
Re: Non GlobalAnimations test age
Posted: Fri Jan 09, 2009 2:44 pm
by D'Lanor
Hmm, that quickscript seems to be missing one line.
Code: Select all
modtxt += " conditions:\n"
modtxt += " - type: volumesensor\n"
modtxt += " direction: enter\n"
... should probably be...
Code: Select all
modtxt += " conditions:\n"
modtxt += " - type: volumesensor\n"
modtxt += " satisfied: true\n"
modtxt += " direction: enter\n"
Edit: and it does not use the seekpoint you are providing...

Also this quickscript does not have the debugging enabled which writes its full code to the logfile. I have only added that to quickscripts I made or modified.
Re: Non GlobalAnimations test age
Posted: Fri Jan 09, 2009 3:23 pm
by Grogyan
Ok, the "satisfied: true" makes sense
I then assume that the SelfAnimation uses the obdata centre as the seek point, that I can try out, but would have liked to use a seperate Empty as the seek point, and was hoping to copy out the builded script that does it so I may be able to understand what is going on.
I understand now that to use an Empty as a seek point is to use a responder on the region somewhere and script it up, I need to figure that part out
Re: Non GlobalAnimations test age
Posted: Fri Jan 09, 2009 4:35 pm
by D'Lanor
It uses no seek point at all. No surprise it doesn't work.
Re: Non GlobalAnimations test age
Posted: Fri Jan 09, 2009 4:52 pm
by Grogyan
lol.
How are you calling the script in Blender, cause I still can't get it to build up that script internally