The animation index can be set from within an animation. but is there a way to set the index from outside, using an event? I could not find it!
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The animation index can be set from within an animation. but is there a way to set the index from outside, using an event? I could not find it!
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Quote
Originally posted by jeroen goulooze:
The animation index can be set from within an animation. but is there a way to set the index from outside, using an event? I could not find it!
You want an animation to begin on a different frame? Only way to do this to my knowledge is to create different animations that start on the different frames and then call the appropriate one.
You could fake it through the use of stamps(laying a stamp down and then removing it and putting another in its place, etc, to create a "flip-book" style of animation). But once an animation is built, that is how it is displayed. You can't change it externally.
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Quote
Originally posted by jeroen goulooze:
**The animation index can be set from within an animation. but is there a way to set the index from outside, using an event? I could not find it!
**
Psst he means carrying out a 'switch animation'(index) from outside the animation, as through an action in an event, "Like go index 4! And i'll form the head !" unfortunately there is no way that i know of to do this,(same goes for changing the index based on conditions.)
The closest to this is the 'Change player map icon' action, this is pretty fluid.
the 'switch animation' flag works best for giving variation with a set action such as attacking, the animation begins then in the 21st frame of attacking it switches to a random animation the player appears to use a different move with each animation, imagine doing this with 64 different indeces, the patterns, the variation ::bellowing laughter::
...
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Thanx for the answer, I'll add it to my wishlist.
The probleem with switching player icons is that it takes time, especially since my animations are rather long (10-20 frames per direction) and my pictures are rather big. Well, I'll probably end up using standard animations with two globals to determine what icon I am using and what direction it is facing. That will probably be faster.
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you can always make it blink, or mask the transformation with another animation, ie the player steps out of a cloud of smoke, or pyrotechnics or an inferno, pluse it looks frivolous...either that or blinking, fade up and down fast...
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... I'm like Imhotep but don't flaunt it.