Re: Idle anim setup question
Just add a condition into the first line and say X (Negate) Player animation "Disapearring" is playing, I think.
Re: Idle anim setup question
I tried that and it didnt work.
It seems I have found a possible deeper problem. In a new file, I recreated the same problem. But this time I created my own animation for the Death sequence and called it "Death." When the collision with the enemy is detected, nothing plays (even though I coded it to use the "Death" animation). And since all my subsequent code is based around the "Death" animation ending, none of my later code fires because "Death" never actually plays.
Here is the test file: file
Anyone know why this doesn't work?
mobichan
Re: Idle anim setup question
Change the collision between the Detector and Enemies to an overlap condition between the two. Instead of using a seperate animation for banking, make those animations the left and right walking sequences while leaving the up and down ones free. That way you can eliminate negate stopped is playing: change animation to stopped, because it will automatically do it for you, and the two conditions for banking left/right.
Hope this works! Test it on your Test file first.
Re: Idle anim setup question
The problem with using the default Disappear animation slot is that I want to make multiple death animations, so I can have deaths based on what killed the player. But it seems like the premade animations have some inherant properties that overwrite custom behaviors. It would be awesome if there was a listing somewhere of what all these internal animation behaviors were. Sigh...
Anyway, if I wanted to try and call my own custom animations in this case, can anyone offer a suggestion? I feel like every time I try to get clever in MMF2, I get my hands slapped. :(
Re: Idle anim setup question
I think I fixed it:
http://files.filefront.com/player+respawn+test+fixedmfa/;10092724;/fileinfo.html
Tell me if that fixes your problem.
Re: Idle anim setup question
Sadly, it is still not working. Although that is an interesting approach. :grin: In your example, the problem is that if you look at the "Death" animation, you will see it is visually different from the "Disappear" animation (which is what is showing up). It is still just playing the "Disappear" anim when the destroy action is called.
Re: Idle anim setup question
The disappear animation is always displayed when an object gets destroyed. Simply don't use the disappear animation, and your object goes away immediately after destroying it. There is also an "Appearing" animation that plays when the object is created. These are the only default animation behaviors I can think of.
Re: Idle anim setup question
Quote:
Originally Posted by mobichan
Sadly, it is still not working. Although that is an interesting approach. :grin: In your example, the problem is that if you look at the "Death" animation, you will see it is visually different from the "Disappear" animation (which is what is showing up). It is still just playing the "Disappear" anim when the destroy action is called.
I think I misunderstood the problem, you want only the death animation to play and not the disappear animation. If thats the case than here is a tweaked file:
http://files.filefront.com/player+respawn+test+fixed2mfa/;10097894;/fileinfo.html
Re: Idle anim setup question
Thanks. I'll give that a go.
Mobichan.