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Erasing a BGCtrl (stage help)

Started by Ryon, September 28, 2009, 05:02:21 PM

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Ryon

I'm working on a special Duck Hunt stage.
http://www.youtube.com/watch?v=RbFAhL93rx0
Spoiler (click to show)

and this is the first time i ever used a BGCtrl coding (well 2nd, but my first real time learning it)


as you can see above the duck flys, get shot, lands, dog picks it up.

my question is, is there a way to erase the "event" ? or to make it repeat from the same start axis?
i tried to set a looptime = 300 (the animations are over by 230ticks) it loops fine, but then it doesnt reset to the start position.

PotS

At the beginning of the BGCtrlDef (time=0) make it PosSet to 0,0 (or whatever the starting pos should be).
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Ryon

this is the entire motion for the bird, including changing anim into the dog.

Spoiler (click to show)
Quote; Black Duck
[BGCtrlDef ]
looptime = 300
posset = -360,320
ctrlID = 1
;================Flying
[BGCtrl ]
type = VelSet
ID = 1
x = 3
y = -1
;================Shot
[BGCtrl]
type = Anim
time = 125
ID = 1
value = 2
[BGCtrl ]
type = VelSet
time = 125
ID = 1
x = 0
y = 0
;================Falling
[BGCtrl]
type = Anim
time = 146
ID = 1
value = 3
[BGCtrl ]
type = VelSet
time = 146
ID = 1
x = 0
y = 5
;================Dog
[BGCtrl]
type = Anim
time = 180
ID = 1
value = 4
[BGCtrl ]
type = VelSet
time = 180
ID = 1
x = 0
y = 0
[BGCtrl ]
type = VelSet
time = 190
ID = 1
x = 0
y = -2.6
[BGCtrl ]
type = VelSet
time = 210
ID = 1
x = 0
y = 0
[BGCtrl ]
type = VelSet
time = 230
ID = 1
x = 0
y = 2.6
[BGCtrl ]
type = VelSet
time = 250
ID = 1
x = 0
y = 0

and this is the anim coding for the bird itself.

; Black Duck
[BG 2]
type = anim
actionno = 1
start = -360,320
delta = 2,2
ID = 1
mask = 1

i added posset like you said, and nothing happened.
also when it loops.. its the dog with the duck in his hand, flying up in the sky, and not the bird again. so it loops wrong.