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Problem with loop in stage

Started by Leonardo, January 14, 2010, 02:39:02 AM

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Leonardo

Guy, I need some help. I´m working in a stage with a element that starts to move with time=700. About time=2700, this element loops, and its timer is reseted. But at this moment and forever, I want it starting to move with time = 0. Is this possible?

That´s the code:

[BG 3, turtle 2]
type = anim
actionno = 3
layerno = 0
start = -416, -361
mask = 1
id = 3

[BGCtrlDef turtle 1]
; reset the whole deal every 2501 ticks.
looptime = 2701
ctrlID = 3

[BGCtrl reposiciona para restart]
type = posset
time = 0
x = 0
y = 0

[BGCtrl Walk left]
type = VelSet
time = 700 <= HERE! I want when it loops, this control starts with time = 0 forever
x = 1.32

[BGCtrl fall 1]
type = Velset
time = 735
y = 5

[BGCtrl stop fall 1]
type = Velset
time = 760
y = 0

[BGCtrl lands 1]
type = posadd
time = 760
y = 3

[BGCtrl fall 2]
type = Velset
time = 990
y = 5

[BGCtrl stop fall 2]
type = Velset
time = 1028
y = 0

[BGCtrl lands 2]
type = posadd
time = 1029
y = 2

[BGCtrl fall 3]
type = Velset
time = 1253
y = 5

[BGCtrl stop fall 3]
type = Velset
time = 1291
y = 0

[BGCtrl lands 3]
type = posadd
time = 1291
y = 2

[BGCtrl warp]
type = posset
time = 1630
x = -480

[BGCtrl fall 4]
type = Velset
time = 2210
y = 5

[BGCtrl stop fall 4]
type = Velset
time = 2248
y = 0

[BGCtrl lands 4]
type = posadd
time = 2248
y = 2

[BGCtrl stop]
type = Velset
time = 2700
x = 0

PotS

Try removing this one:

[BGCtrl stop]
type = Velset
time = 2700
x = 0
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Rajaa Retired

Guy is busy mastering his Bushin fighting style, he won't be signing on anytime soon.

PotS

First-come, first-served, I am the guy now. 8)
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Leonardo

Quote from: PotS on January 14, 2010, 01:14:57 PM
Try removing this one:

[BGCtrl stop]
type = Velset
time = 2700
x = 0

It would work, but the others BGCtrl are timed from this time=700. We have time=735, time=760... and this element must "fall" in exact positions on the stage.

PotS

Dunno, try having a second BGctrldef that disables the elements (type = enable) at first then enables them at time=700.

And to prevent them from being invisible, double those elements and do the reverse process for the doubles, disabling them at time=700.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Leonardo

Quote from: PotS on January 14, 2010, 05:58:02 PM
Dunno, try having a second BGctrldef that disables the elements (type = enable) at first then enables them at time=700.

And to prevent them from being invisible, double those elements and do the reverse process for the doubles, disabling them at time=700.

It doesn´t works. I discovered that whan you uses type=enable, you just stops the timer for animations. The timer for others controllers, like velset, is still running.

Leonardo

I didn´t actually solve the problem, but I´ve found a solution. I made the element starts in the middle of the original loop, and just made it visible at the start of the original loop. It took some time, but it worked like I wanted.