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Messages - Rimrook

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226
Resolved Questions / Re: How do I make a pressure pad?
« on: April 05, 2012, 09:41:07 pm »
Its not colliding with tiles at all. That part is fine. The block for hit/didn't hit MUST be in the collision section, otherwise flash returns with an error in the script upon testing. A lot of my trials have ended in constant flipping between the on and off states. Still stumped.

227
Resolved Questions / [SOLVED] How do I make a pressure pad?
« on: April 05, 2012, 06:51:23 pm »
This is truly giving me quite a lot of trouble. The basic idea of this pressure plate idea is to toggle on when an actor is on it (i.e. a pickup block, friendly NPC, etc) and toggle off when nothing is on it.

I've tried a dozen different approaches and I can't seem to get it to work in any of them.

This is what I have so far, and the plate won't reset to the off position at all.


I don't understand why the "when not hit" condition isn't resetting it. Is there something I'm missing, or perhaps another approach I haven't thought of?

228
Resolved Questions / Re: How do I properly use the Animation Manager?
« on: April 05, 2012, 06:42:15 pm »
You're welcome. Once you get it, you get it. Just one of those things.

229
Resolved Questions / Re: How do I properly use the Animation Manager?
« on: April 05, 2012, 06:28:19 pm »
In a nutshell, the animation manager works like a hierarchy. More important animations will play over lesser important ones.

The manager has a list where 0 being the most important and the higher the number, the lesser and so on.

Under the [CUSTOM] palette you'll see a section for animation manager. From my understanding, the PLAY ONCE block plays an animation once and returns to the previous animation. As for the looping blocks, it uses the hierarchy.

For example you could have a category hierarchy like this:

0 : Attack
1 : Jump
2 : Duck
3 : Run
4 : Walk

Syntax:
<Loop [ANIMATION NAME] for [TARGET] using [CATEGORY]>

Example:
<Loop [Somersault] for [Self] using [Jump]>

To stop the animation, use the <Clear Current Animation for [SELF]> block or any clear block that fits your scripting. It will stop and go to the next animation on the hierarchy.

The default animations chosen on the manager UI under the category list will play if no animations apply with the categories. These would be your "IDLE" animations.

Hope this helps, and I hope I have the facts right. If anyone else wants to chime in, be my guest. I just learned to use it myself. Great for complicated boss battles. :)

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