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Thread: How to make an animation object without...?

  1. #1
    RayMarble
    Guest

    How to make an animation object without...?

    ...selecting the file when prompted (after placing it from a list of available objects)?

    When my game starts, I`d like to have an empty animation object, and load some anims into it when certain events are triggered.

    With active picture, I could select `cancel` when prompted to open a specific file and define a file later in event editor, however this doesn`t work with animation object?

    In placing animation object, however, if I select `cancel` and define the files to be loaded later in the event editor, I get a `can`t open file` error when starting my game (the files load normally when triggered otherwise). The problem is, when selecting a file I can`t use appdir$ apppath$.

    If I select just a dummy file in order to avoid greeting the player with an error message, I see that TGF remembers the absolute path to it - can this be solved with just selecting the `include linked files` later? Or do I just uncheck the `display errors` tickbox of the anim object and hope it`ll work?

  2. #2
    RayMarble
    Guest

    Re: How to make an animation object without...?

    ok I gave up on this and now I just create the animation during runtime and set the correct animation filename using apppatth and position it into the frame's top left corner.

    It would have been neater if I could have an anim object constantly on a layer that has scrolling coefficient 0,0 and feed it new anims as I need them but this works too.

    Not sure whether I advanced at all since it still displays an error if I leave the "Display errors" checked... But why in the world is it considered an error if I have the events set as

    (trigger happens):
    Create animation at 0,0
    set file to apppath+filename
    position at left edge x(frame)
    position at top edge y(frame)

    and it actually works after the error message.

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