OpenBOR v3.0 Build 3842

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utunnels

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http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item91

Fix previous bugs.
Only several platforms since I have problem uploading large files.
 
thank you, but how the new sync command actually works?

the readme says:
New animation command sync opened to modder. Using sync {animation name} will make the two animation synchronize with each other. For exmpale, in a horse riding stage, you can make idle and walk switch seamlessly.

i've set it like this:

anim idle
sync walk
shadowcoords 218 198
loop 1
offset    225 198
bbox 189 129 86 70
delay      8
frame data/chars/fighter/horse/wk00.gif
frame data/chars/fighter/horse/wk01.gif
frame data/chars/fighter/horse/wk02.gif
frame data/chars/fighter/horse/wk03.gif
frame data/chars/fighter/horse/wk04.gif
frame data/chars/fighter/horse/wk05.gif

anim walk
sync idle
shadowcoords 218 198
loop 1
offset    225 198
bbox 189 129 86 70
delay      8
frame data/chars/fighter/horse/wk00.gif
frame data/chars/fighter/horse/wk01.gif
frame data/chars/fighter/horse/wk02.gif
frame data/chars/fighter/horse/wk03.gif
frame data/chars/fighter/horse/wk04.gif
frame data/chars/fighter/horse/wk05.gif

but it doesn't work.
 
sync means if you play walk and stop on 5th frame then it will play idle from 6th frame ?
 
Pierwolf said:
thank you, but how the new sync command actually works?
...

You should use the same animation,

anim idle
sync walk
....
anim walk
#sync walk # this can be optional since it is already anim walk



bWWd said:
sync means if you play walk and stop on 5th frame then it will play idle from 6th frame ?

Almost right. Actually only animation is changed, so it is still at 5th frame, with delay timer inherited. It assumes you use the same delay value for the two animations at the 5th frame, but it is up to you.
 
ok understood, was much simplier than that.

so you have to use like this:

anim idle
sync walk
shadowcoords 218 198
loop 1
offset    225 198
bbox 189 129 86 70
delay      8
frame data/chars/fighter/horse/wk00.gif
frame data/chars/fighter/horse/wk01.gif
frame data/chars/fighter/horse/wk02.gif
frame data/chars/fighter/horse/wk03.gif
frame data/chars/fighter/horse/wk04.gif
frame data/chars/fighter/horse/wk05.gif

and simply delete the walk animation.
in this way, the idle animation will be idle AND walk animation.
 
No.

In your case, you don't need walk animation, nor do you need to use sync.

:P
 
utunnels said:
No.

In your case, you don't need walk animation, nor do you need to use sync.

:P

maybe i express bad myself. you don't need walk animation = that's what i wanted to say. anyway it works now.  :)
 
If this works the way I think it does, it is an exact replica of a request I was going to make(or attempt coding myself) and has uses beyond just horse riding and walk syncing. There are times when you need multiple animations, but aside from name/ID they are absolutely identical and it would be a huge time saver to replicate them with a single line.

Example: Shock/Burn and often several other Pain/Fall animations. For me these always have the same frames/delay/scripting and so on. The only difference is the visual effects and tinting (which are controlled by animation ID). How cool will it be to only have one set of frames to deal with?

DC
 
I see.

It should be easy to add a script feature, for example, grab one animation and assign it to another. Since it only modifies modeldata, it would be relatively safer than modifying model directly.

void a = getentityproperty(ent, "animhandle", openborconstant("ANI_WALK"));
changeentityproperty(ent, "animhandle", openborconstant("ANI_FOLLOW1"), a);

And for model txt solution, there is already a @include tag which you can import any text file.

For example



anim walk
###  save below as data/chars/a/walk.txt  ####
delay 5
bbox 0 0 20 60
frame data/chars/a/1
frame data/chars/a/2
frame data/chars/a/3
frame data/chars/a/4
frame data/chars/a/5
################################



anim walk
@include data/chars/a/walk.txt

anim idle
@include data/chars/a/walk.txt

anim follow1
@include data/chars/a/walk.txt






 
Wow, I had no idea we could change an animation handle, there's a ton of uses for that!

That @include tag does indeed have a lot of uses, but it's not exactly what I'm thinking of. What I have in mind is more like this:

##data/chars/dude/dude.txt##

anim bpain
delay 10
bbox 20 0 20 0
frame data/chars/dude/0001.png
@cmd some function
frame data/chars/dude/0002.png
frame data/chars/dude/0003.png
frame data/chars/dude/0004.png
frame data/chars/dude/0005.png

anim spain
@copy bpain

Thanks!
DC
 
Damon Caskey said:
Wow, I had no idea we could change an animation handle, there's a ton of uses for that!

That @include tag does indeed have a lot of uses, but it's not exactly what I'm thinking of. What I have in mind is more like this:

##data/chars/dude/dude.txt##

anim bpain
delay 10
bbox 20 0 20 0
frame data/chars/dude/0001.png
@cmd some function
frame data/chars/dude/0002.png
frame data/chars/dude/0003.png
frame data/chars/dude/0004.png
frame data/chars/dude/0005.png

anim spain
@copy bpain

Thanks!
DC

I mean "if", so animhandle still needs to be added, easy feature anyway.

As for the @copy tag, yeah, but maybe it's a bit complicated to code. I wonder if it is really worthy the trouble (though it aids modders sometimes).

Or maybe something like this:

anim bpain
@block codeblock1
delay 10
bbox 20 0 20 0
frame data/chars/dude/0001.png
@cmd some function
frame data/chars/dude/0002.png
frame data/chars/dude/0003.png
frame data/chars/dude/0004.png
frame data/chars/dude/0005.png
@end_block

anim spain
@copy codeblock1


 
Since 3player and 4player offscreen problem was fixed then  "cameraoffset" in stage doesnt have the same effect anymore, it doesnt go up by itself like previously and doesnt follow player.
i have:
cameratype  1
cameraoffset 0  -60
when im in platform stage and im on highest patform then camera doesnt follow me and im cut out from hips up and only my legs are visible , previously camera moved itself so whole character was visible, i have plenty of space for camera to move but now its blocked and doesnt move up/down.
 
It seems fine to me. I tested and the camera goes with the player with your setting, unless the panel is already scroll to the topmost position.
I'll try a fix anyway to see if there's any difference.
 
it goes a bit, but i have platforming level and some platforms are really high and some are low, camera followed character in previous builds and now it doesnt go high enough and behaves like if second player was behind me and camera was locked on him a bit.changing values doesnt help.
This happens:
KQTn63B.png

pl8vp4O.png

In previous versions camera followed character up and down, now it doesnt and it moves up only slightly during jump.
 
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