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Persistent changeanim

Started by xcd222, April 16, 2016, 02:27:13 PM

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xcd222

This is the code for the ff. animation :
[State 0, 1]
type = ChangeAnim
trigger1 = Anim = 0 && roundstate = 2
trigger1 = time > 400 && time%800 = 0
value = 105

I set a frame in the animation into a loop but it will reset back to its original standing pose, thereby preventing the loop(I added the loop using fighter factory 3). How would I make this standing pose animation remain without resetting back to its original standing pose?

Noctis

Is there a changestate or another changeanim conflicting with this one?
If the anim is looped, then it shouldn't change animations unless otherwise specified (i.e changing states or another changeanim).

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xcd222

Quote from: Noctis on April 16, 2016, 11:19:31 PM
Is there a changestate or another changeanim conflicting with this one?
If the anim is looped, then it shouldn't change animations unless otherwise specified (i.e changing states or another changeanim).

The changeanim that probably is in conflict is the basic standing animation. I set it where life > lifemax - 1000. Its because after the said animation, it will go back to its original stance. Is that the possible conflict?

Here is my entire statedef for stand :
[Statedef 0]
type = S
physics = S
sprpriority = 0
anim = ifelse(life > lifemax - 1000, 0,5300)

[State 0, 1]
type = ChangeAnim
triggerall = life >= lifemax - 1000
trigger1 = Anim != 0 && Anim != 5 && anim !=105
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = anim = 105 && stateno = 0 && animtime = 0
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim = 0 && roundstate = 2
trigger1 = time > 400 && time%800 = 0
value = 105


[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
ctrl = 0

[State 0, Avoid Helper Bug]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1

Odb718

I told you in another one of your threads,
[State 0, 1]
type = ChangeAnim
trigger1 = Anim = 0 && roundstate = 2
trigger1 = time > 400 && time%800 = 0
value = 105
You need to have a check to see if you're already in that animation or not. This is one of the easiest bugs to kill, and one of the hardest ones to remember when making a new changeanim.
Remember this as a general idea; If you change to something, make sure you haven't changed to it already. If you create something, make sure you haven't created it already.
triggerall = anim != 105

This may or may not be your bug in question.
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Noctis

That only triggers if his animation is 0 despite all the other triggers. That's not the problem at all.



[State 0, 1]
type = ChangeAnim
trigger1 = Anim = 0 && roundstate = 2
trigger1 = time > 400 && time%800 = 0
value = 105

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5 && anim != 105
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0


This works just fine for me. I go into my animation and stay that way. Backflipping 'till the end of days so what's the problem? You don't need to use the "loop the animation" option in Animations either.

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Odb718

I thought he said the animation needs to loop from the middle?
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xcd222

I lost interest abouth this topic and changed it to taunt instead. I am locking this topic.