QuickShot010 Posted December 6, 2014 Author Share Posted December 6, 2014 (edited) 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") endThanks guys! This new spear is awesome! Do you by any change know a way to only give a character powerups when he is in a cave? Edited December 6, 2014 by QuickShot010 Link to comment https://forums.kleientertainment.com/forums/topic/45434-problem-with-equipable-item/page/2/#findComment-580049 Share on other sites More sharing options...
Mobbstar Posted December 6, 2014 Share Posted December 6, 2014 (edited) 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") endThanks guys! This new spear is awesome! 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 December 6, 2014 by Mobbstar Link to comment https://forums.kleientertainment.com/forums/topic/45434-problem-with-equipable-item/page/2/#findComment-580054 Share on other sites More sharing options...
DeathDisciple Posted December 6, 2014 Share Posted December 6, 2014 (edited) 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 likeinst.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 December 6, 2014 by DeathDisciple Link to comment https://forums.kleientertainment.com/forums/topic/45434-problem-with-equipable-item/page/2/#findComment-580120 Share on other sites More sharing options...
QuickShot010 Posted December 6, 2014 Author Share Posted December 6, 2014 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 likeinst.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! Link to comment https://forums.kleientertainment.com/forums/topic/45434-problem-with-equipable-item/page/2/#findComment-580124 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now