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Animations [SOLVED] #338964
08/23/10 09:50
08/23/10 09:50
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3run Offline OP
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Last edited by 3run; 08/23/10 18:35.

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Re: Animations [damn again] [Re: 3run] #338965
08/23/10 10:54
08/23/10 10:54
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painkiller Offline
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Let's say you use a String to store "state". Each state is stand, fire, reload, etc. so When I do left click I to to attack state, plays the state animation and when it's bigger than 100 then it goes to the blend state, blend between the attack animation and the stand animation, when the value is bigger than 100, return to state stand.


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Re: Animations [damn again] [Re: painkiller] #338974
08/23/10 12:07
08/23/10 12:07
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Sorry, my script above was a bit wrong, I've changed, now it's the same as in my project, the thing is, that I call this function only once (in while loop in shooting), so how can I make idle play? I need to post idle blending after the while(anim_per < 100)?? I've tried like that, but still no luck. frown


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Re: Animations [damn again] [Re: 3run] #338975
08/23/10 12:14
08/23/10 12:14
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I'm not sure how is the rest of the weapon code. When the shoot function is playing do you stop playing the idle animation in the other loop?


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Re: Animations [damn again] [Re: painkiller] #338977
08/23/10 12:24
08/23/10 12:24
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I don't have idle animation frown All animations (draw,shooting,reloading) last frames are the same, so weapons animations ends the same (thats why I don't need "idle"). My weapon code is simple, each weapon has its own action, in while loop of each weapon, I call shooting function, if weapons ammo more than 0 and if weapons ready var equals to 1 (inside the shooting function, I set weapons ready var to 0 and after I put wait(-0.1) (depending on the weapon type, if automatic, number is smaller, if not then bigger), and after wait I make weapons ready var equals to 1). I call animation function from above, right before the wait in shooting function. That all my weapons script...


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Re: Animations [damn again] [Re: 3run] #338978
08/23/10 12:28
08/23/10 12:28
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painkiller Offline
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mm if all the weapons animations ends and start with the same frame, why do you need blend?


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Re: Animations [damn again] [Re: painkiller] #338980
08/23/10 12:36
08/23/10 12:36
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Last edited by 3run; 08/23/10 18:35.

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