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Thread: using a parsed string for selecting an animation sequence

  1. #1
    Clicker Multimedia Fusion 2 Developer

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    using a parsed string for selecting an animation sequence

    Hello everyone!

    I haven't posted here in quite some time ... RL has taken over. But recently I've been back at using MMF2 and have a problem.

    I am using the string parser object for the purposes of my game to determine which character is being played by the player, for story purposes.

    For this purpose, I created an active which has multiple animation sequences all properly named to whichever character the player can potentially play, meaning that for every playable character in my game i choose to add, it will be as simple as adding in the new animations, and then switching to that animation based upon user input. Right now, each of the playable characters have two animations ... a stopped animation and a walking one. All of them are promptly named "XWalking" or "XStopped" under the animation name, with X being the actual individual names given to these unique characters.

    I made two conditions, as followed:

    Player is not stopped >
    Change Animation Sequence to "X"+"Walking"

    Player is stopped >
    Change Animation Sequence to "X"+"Stopped"

    In order to accomplish my goal here, I wish to change the animation sequence to "whatever is currently in string parser object" for the "X" placeholder. I tried the "use a calculation" option, but this asks me directly for a number. I do not wish to directly use a number, but to refer to the name that is currently in the string parser object.

    Any work around would be accepted as well, as this is pretty detrimental to the style of game I'm trying to create.

    Thanks!

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
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    Popcorn's Avatar
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    You cannot set the animationsequence by name. You will have to know which number the animation is.
    I would create a new useranimation for every animation, so that Animation 12 and 13 is for Charater 1, 14 and 15 is Character 2 etc..
    Then simply call the animation by 12 + X + 0 or 12+ X + 1.
    + 0 = walking, + 1 = stopped.

  3. #3
    Clicker Multimedia Fusion 2 Developer

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    Darn I knew you were going to say this

    It's aggravating because if you select an animation from the predefined ones and hover over it, it looks almost as if it's being called by name :< This is a real pain because now my project needs a lot more work. I'd rather have to deal with a single parser object, than have to deal with multiple new condition statements. If i add any new animations, or characters, it's going to involve a lot more time doing your method

  4. #4
    Clicker Multimedia Fusion 2 Developer

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    Another question then concerning this issue:

    I tried deleting some animations held within my character placeholder object, because some of them are out of order, and whenever i try right click deleting, the animation still shows up.

    Perhaps a bug?

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
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    Well, if you absolutely need to have it dynamically, you could do it with a workaround. It will require you to write down the animationnames and numbers in a string.
    I attached an example, so can you decide if it is useful for you or not.
    Attached files Attached files

  6. #6
    Clicker Multimedia Fusion 2 Developer

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    will have a look when i get off work, thank you popcorn!

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