If I change the animation sequence by "Use a calculation", the Expression Calculator says "Result should be greater or equal than 1". That's wrong and confusing because the animation sequences are 0-based.
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If I change the animation sequence by "Use a calculation", the Expression Calculator says "Result should be greater or equal than 1". That's wrong and confusing because the animation sequences are 0-based.
No, there not, the animation sequences have always begun with 1. :)
This 0 and 1-based stuff is very confusing. Animation Frames are 0-based...
Now I know what happened:
Change animation sequence to 0 will show sequence 1.
BUT then the expression Anim Number( "Active" ) returns 0 not 1!
Why does he do this?
Yeah they can be slightly confusing for beginners, but in the end they don't really make that much of a difference since you can pretty much just add or subtract 1.
Once you figure out which base everything is, it is easier to cope with. I'm not quite sure why some things are 0-based and some are 1-based, but when it comes to extensions, most give you the option. Also, as MechaBowser said, you can just simply find out what it is and add or subtract one from it. Personally, I like to keep my entire game on a 0-based index because that is how loops base their indexes.
So if it's 1 based it must be like this
set animation to #1# makes it "stopped"
set animation to #2# makes it "walking"
set animation to #3# makes it "running"
and so on...
Am I right or wrong?
When setting animation it's 0 based, so:
0 = Stopped
1 = Walking
2 = Running
Oh good god ... What you are talking about? That's clear...
The point of this topic as I said before is THIS:
Quote:
Originally Posted by Gustav
I replied to dragonguy who, as usual, managed to completely misunderstand what the other people in the thread said.
Unless he meant that IF it was 1 based it would be whatever he said, and in that case I'm sorry for bringing it up.
:D
For me it looks like a bug...