OpenXcom Forum
Modding => Work In Progress => Topic started by: bulletdesigner on February 20, 2016, 06:35:36 pm
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is it possible to make animation constant only on flying ?
For exemple i build this deamon with wings but i want the wings only to move when flying! ( last 4 spirtes of each directions)
(https://s15.postimg.org/h1vy0vfvb/deamon.jpg) (https://postimg.org/image/h1vy0vfvb/)
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In my extended version its possible.
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nice thanks ill keep it in mind in the future , and ask more when the mod is almost done
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In my extended version its possible.
Hi Yankes can you tell how i can do it? Hope it´s a ruletset entry cause i no nothing about scripting!
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Hi Yankes can you tell how i can do it? Hope it´s a ruletset entry cause i no nothing about scripting!
This is example for parrot https://openxcom.org/forum/index.php/topic,4451.15.html
armors:
- type: PARROT_ARMOR
scripts:
selectUnitSprite: |
var int temp;
var int walking;
unit.isWalking walking;
if eq walking 0;
unit.getId temp;
offsetmod temp 11 0 8; #desync animation of different units
add temp anim_frame;
wavegen_saw temp 8 8 7; #create sequence similar to: "1 2 3 4 3 2 1 0 1 2 3 4 3 2 1 0"
mul sprite_offset 8;
add sprite_offset 8;
add sprite_offset temp;
set sprite_index sprite_offset;
else;
add sprite_index sprite_offset;
end;
return sprite_index;
This will not work for 2x2 unit because it use different offset for graphic parts (but you still can test it and see some bizarre effects :) ), but if you provide some sample rulsest of unit you want to animate I could change this script to be compatible with it.
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This is example for parrot https://openxcom.org/forum/index.php/topic,4451.15.htmlThis will not work for 2x2 unit because it use different offset for graphic parts (but you still can test it and see some bizarre effects :) ), but if you provide some sample rulsest of unit you want to animate I could change this script to be compatible with it.
it´s the cyberdisc armor with 20 on drawing routine
- type: CYBERDISC_ARMOR #Flying Deamon
spriteSheet: FDEAMON.PCK
allowInv: false
corpseBattle:
- CYBERDISC_CORPSE_1
- CYBERDISC_CORPSE_2
- CYBERDISC_CORPSE_3
- CYBERDISC_CORPSE_4
corpseGeo: STR_CYBERDISC_CORPSE
frontArmor: 50
sideArmor: 50
rearArmor: 50
underArmor: 50
drawingRoutine: 20
constantAnimation: true
movementType: 1
size: 2
damageModifier: #DEAMON ARMOR
- 1.0 #none
- 1.0 #AP
- 1.0 #FLAMES
- 1.0 #HE
- 1.0 #LASCANON
- 1.0 #PLASMA
- 1.0 #STUN
- 1.0 #MELEE
- 1.0 #ACID
- 0.0 #SMOKE
loftempsSet: [ 92, 89, 90, 91 ]
The constant animation also don´t work for i can see, must be a drawing routine 20
(https://s14.postimg.org/mnbfxjf99/fdeamon.png) (https://postimg.org/image/mnbfxjf99/)
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armors:
- type: CYBERDISC_ARMOR
scripts:
selectUnitSprite: |
var int temp;
var int walking;
var int floating;
unit.isWalking walking;
unit.isFloating floating;
if and eq walking 0 eq floating 1;
unit.getId temp;
offsetmod temp 11 0 8; #desync animation of different units
add temp anim_frame;
wavegen_saw temp 4 4 4;
add sprite_offset 1;
add sprite_offset temp;
add sprite_index sprite_offset;
else;
add sprite_index sprite_offset;
end;
return sprite_index;
done, animation is play only when unit is floating.
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:'( doesn´t work , the animation is stuck on first frame floating or on ground
Maybe i need the newest version of extender?
--- posts merged - Solarius Scorch; please don't double-post ---
:'( doesn´t work , the animation is stuck on first frame floating or on ground
Maybe i need the newest version of extender?
nevermind i just updated to the newest version and it works :D
Thank you man , that´s some mad skillz
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i get a crash some times when i kill the deamon .. this is the error
(https://s15.postimg.org/vj8pmjn7r/123.png) (https://postimg.org/image/vj8pmjn7r/)
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There's a bug in OXCE/OXCE+ on killing 2x2 units - I think Yankes is looking into it.
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There's a bug in OXCE/OXCE+ on killing 2x2 units - I think Yankes is looking into it.
ho i see, and your correct other 2x2 units also bug crash , where can i see this thread that talks about it, so i know when its fixed?
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Check Meridian's OXCE+ thread (https://openxcom.org/forum/index.php/topic,4187.msg75725.html#msg75725), Yankes posted a quick fix there if you want to recompile the executable, otherwise it should be in the next version of OXCE/OXCE+.
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i´m going off topic but "quick fix is add `&& !unit->isOut()` at line `TileEngine.cpp:3256`:" that´s like Chinese to me..where do i write that line? ....hahah can they just put a .exe with that solved
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He's talking about this line (https://github.com/ohartenstein23/OpenXcom/blob/oxce3.5-plus-proto/src/Battlescape/TileEngine.cpp#L3364) in the engine source code, and I'm guessing since it sounds like Chinese to you, compiling your own version is out of the question... Are you using OXCE+ 3.5 for windows? I can compile an .exe with the fix in it to use until a new version is released.
Edit: Try this one out. (https://drive.google.com/open?id=0BzdM3YhNg14pSXFFNEVDWDdoRjQ)
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thank you it work perfectly i´m using oxce 3.5+ windows
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i´m going off topic but "quick fix is add `&& !unit->isOut()` at line `TileEngine.cpp:3256`:" that´s like Chinese to me..where do i write that line? ....hahah can they just put a .exe with that solved
this is because it was addressed to Meridian, he more often release new version than me (aka exe).