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Did you set the animation to loop on accident? (PlayAnimation("anim",true) or in spriter maybe, though I think the latter doesn't matter)

 

Oh yeah, animation was on loop ahah.

I also fixed the missed animation playing when you dropped it by using this:

    local function OnUnequip(inst, owner)         owner.AnimState:Hide("ARM_carry")         owner.AnimState:Show("ARM_normal")         inst.AnimState:PlayAnimation("idle")    end

Thanks guys! This new spear is awesome! :grin:

 

Do you by any change know a way to only give a character powerups when he is in a cave?

Edited by QuickShot010

Oh yeah, animation was on loop ahah.

I also fixed the missed animation playing when you dropped it by using this:

    local function OnUnequip(inst, owner)         owner.AnimState:Hide("ARM_carry")         owner.AnimState:Show("ARM_normal")         inst.AnimState:PlayAnimation("idle")    end

Thanks guys! This new spear is awesome! :grin:

 

Do you by any change know a way to only give a character powerups when he is in a cave?

 

GetWorld():HasTag("cave") or GetWorld():IsCave() return true when you're in the caves.

 

EDIT: That means you should use an if GetWorld():IsCave() then condition. I won't be able nor willing to give you "powerups" themselves, that's your job and your ideas.

 

You can put that stuff in the main function I think.

Edited by Mobbstar

Just wanted to add something

 

Maybe i must create a second animation (missed_idle) or something and flush the animation after the miss animation?

 

You can make one animation fire after the other by doing something like

inst.AnimState:PlayAnimation("bounce")inst.AnimState:PushAnimation("idle",true)

true at the end of push is loop true/false flag as usual

 

And, being that you can't enter/exit cave without triggering reloading, I'd be inclined to just do buffs in 0-delay call in your character's prefab somewhere - just to ensure all loading finished.

Edited by DeathDisciple

GetWorld():HasTag("cave") or GetWorld():IsCave() return true when you're in the caves.

 

EDIT: That means you should use an if GetWorld():IsCave() then condition. I won't be able nor willing to give you "powerups" themselves, that's your job and your ideas.

 

You can put that stuff in the main function I think.

 

Allright, thank you. Ofcourse i will create the powerups myself! ^^

 

Just wanted to add something

 

 

You can make one animation fire after the other by doing something like

inst.AnimState:PlayAnimation("bounce")inst.AnimState:PushAnimation("idle",true)

true at the end of push is loop true/false flag as usual

 

And, being that you can't enter/exit cave without triggering reloading, I'd be inclined to just do buffs in 0-delay call in your character's prefab somewhere - just to ensure all loading finished.

 

Ah thank you! This is really helpful for animating! :D

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