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Afterimage problems

Started by Koop, May 21, 2008, 06:41:57 PM

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Koop

When changing from one state to the next (in this case, the spinning part of Zangief's FAB to the crash), the after images from the previous state disappear. the change state code is:

[State 2002, End]
Type = ChangeState
Trigger1 = vel y > 0 && pos y >= 0
Value = 2003

I read in the docs that using a time value of -1 will display afterimages indefinately, but that didn't work.

[State 2002]
type = AfterImageTime
trigger1 = 1
time = -1

Can someone tell me what I am doing incorrectly. Thanks for any help given.

Renzo F

Despite the fact that setting 1 to the AfterImageTime's trigger is unnecessary I don't see anything wrong. IIRC AfterImages are cancelled with each other, so can you post the code for state 2003 to take a look?

Koop

Here it is:

[State 2003, Afterimage]
type = AfterImageTime
trigger1 = animtime < -4
time = 2

Aadmi

Quote from: KoopaKoot on May 21, 2008, 07:25:14 PM
Here it is:

[State 2003, Afterimage]
type = AfterImageTime
trigger1 = animtime < -4
time = 2

maybe its just me but animtime < -4.....does't really work as a legitament trigger....maybe if you have an Animation with an animtime < -4

and if you do then the anim will freeze unless you have the specific change state.....so the easy way to apply the afterimages is to not use Animtime as that is only for the animation of the Staedef you inputed it...something. so the best thing to do is to choose a time when after images should activate the use the time function to see how long if you trigger it every gametick then the afterimages wont look good.....
here's one i just whipped up


[State -2, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 999
TimeGap  = 3
FrameGap = 4
length = 10

this avtiavte AfterImages when the time of the statedef you're in is 1 the beginning.... to activate before the beggining use time = 0
then set the time thats is already with the sctrl. you can't just use an after image and use only a trigger and time you need to specify. like above for maximum results.....

but anyway see how the time is 999 along time right thats what afterimagetime  sctrl is for example


[State -2, AfterImageTime]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0


this stops the afterimages whenever the trigger set conditions are met so....u can put the afterimage in the first animation an the afterimagetime in the ending animation thus solving your problem..


i did this because well...you said the Docs...and atleast tried....but afterimages are not that complicated you'll get used to using them