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Thread: Method of making an animation uninterruptable

  1. #1
    Clicker Multimedia Fusion 2XNA Export Module
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    Method of making an animation uninterruptable

    My game has a slightly more complicated than average animation system. so I have to do a lot of 'play animation if button is pressed' followed by 'restore animation if button is not being pressed'

    Overall this is working, but the character's attack combo sequence animation(s) will not play. I suspect I'll have to dig in to figure it out but I'm wondering if there's a built in method of making the animation play regardless, sort of like how sounds can be made uninterruptable.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Hi Alpha17x,

    This happens because your actions to play things like idle or walk are overriding the attack animations.

    What I do is crate a variable in the character sprite called "Stuck in move" and by default, set it to 0
    When I trigger a special animation like an attack or getting hit, I set the "stuck in move" variable to 1
    All of my events that MIGHT set the character to a standard animation like idle, fall, walk, etc first CHECK to make sure "stuck in move" is 0 ans not 1
    Of course, you need actions to revert "stuck in move" back to 0 when each special animation is finished.

    cheers.
    Mike

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    Clicker Multimedia Fusion 2XNA Export Module
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    Hmm. That's a very interesting method. I'll give it a try, thanks.

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    I have an active with about 30 animations and do something like this below. Let's say you don't want to show the walking animation while you're swinging a weapon, right?

    (One group that handles all the weapon animations like this)
    If animation "sword" is playing then ATTACKING = 1
    If animation "mace" is playing then ATTACKING = 1
    If animation "axe" is playing then ATTACKING = 1
    (and etc)

    Then when you get to the part that would normally show your guy's walking animation just add this as a condition:

    +ATTACKING = 0
    -> change animation sequence <guy> to "walking"

    Just remember at the very end of your list of events to have a line that resets ATTACKING to 0

    That's the gist, it might help you too!


    EDIT: Jesus, this is like EXACTLY the same thing Brashmonkey already said. Sorry!

  5. #5
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    No way that's great. leave it there. It'll help anyone else who's having a similar issue who also needs it laid out for them. Good stuff

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