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FPSC Classic Scripts / Entity death animation won't stop looping.

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unfamillia
14
Years of Service
User Offline
Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 14th Feb 2013 01:22
Hi guys,

I am making a few new models for the remake of my original game ToF and have created an animated security camera than pans around and flinches upwards when the camera sees the player, then alerts guards and such to the players location.

I have also go 10 frames of animation for if you destroy the camera. It just simply sort of ragdolls down (not actually using ragdoll, i have animated it to look that way). But, then instead of staying there, it keeps looping the death animation.

Whats can i put in the destroy script to ensure that it only plays the animation once and then stays still. (i have tried to use suspend, but, this has no affect.

Here is what i have so far.



Any help with this is greatly appreciated.

On a side note (rather than creating more posts) Does anyone know how to increase the culling on certain items? A few of my animated models aren't showing up until i get within touching distance, then they 'pop' into existence!

Unfamillia

ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 14th Feb 2013 06:35
Hi unfamillia
Try something like this
Noticed it doesn't go to "state=1" until after the animation is played.
Also as for the culling I use these notes I have on hand per Scene Commander

cullmode=X - 0=Legacy culling, 1=Legacy+dynamic (this is set once in a trigger/or whatever)

cullrange=X - when cullmode=1 sets the range the entity will be culled at, overriding system defaults(set in the entities .fpe)
cullmode=x - where x is the multiplier for the new culling - x=default 400, cullevenifimmobile=x - allows the current immobile entity to be affected by the cull system, off by default.
Hope this helps
best
unfamillia
14
Years of Service
User Offline
Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 14th Feb 2013 09:52
@ncmako

Thanks for the help.

I have tried putting this in the destroy script, but, the animation is still looping. It seemed a bit 'jumpy' also; however, this could have been because i had just booted my PC up and quickly checked it before i got ready for work. Would it help if i posted the entity? (I would have to email it across as i don't want this to be a public entity just yet)

I can't try this now until later this evening, but, would it work better if the state numbers were swapped? (1 becomes 11 and visa versa)

I didn't have time to try to edit the cull distance. I will try it when i get in later.

Judging from your notes, am i correct in assuming that if i add the following lines to the entities FPE:

cullrange=500
cullmode=2
cullevenifimmobile=1

when the player is 1000 units from the entity, it will be drawn?

Thanks again

Unfamillia

ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 14th Feb 2013 15:45
Hi unfamillia
Yes by all means change the state numbers. I wound up with this one for one character and it plays smooth for me.No jitters in animation.
Like this?
Before sending anything out, try running cleaner several times and try again.But will be glad to help if needed.
Also: I noticed i made a typo
cullmode=X - 0=Legacy culling, 1=Legacy+dynamic x=default 400(4 segments)
cullmodi=x - where x is the multipliernot "cullmode"
Grab Ched80's syntax list here http://forum.thegamecreators.com/?m=forum_view&b=23&t=180924&p=0 it describes it better than I can.

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