Problems

This is a bit difficult to explain, but I have two problems.
One thing I didn't like about POG is when you attack, its impossible to achieve maximum efficiency without using a mouse. This is due to the fact that you can't just hold the x key down, but have to repeatedly hit it. Whereas, you can hold the mouse button down and attack without repeatedly clicking. Is there any way to make it so you can just hold the x key down?
Also, I have an attack animation that I want to repeat. It's a bit hard to explain also. I want it to follow this basic outline.
--Raise Gun
--Fire Gun(repeat until player stops)
--Put gun down
I don't know if this will work, because if i repeat that part of the animation, won't the gun only fire once and keep playing the animation?

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Originally posted by spitfire:
Is there any way to make it so you can just hold the x key down?

I don't believe so, no. Although some games I've found you can "trick" by making it believe the key is stuck. Try tapping the 'x' button twice quickly, holding it down on the second tap.

Quote

Also, I have an attack animation that I want to repeat. It's a bit hard to explain also. I want it to follow this basic outline.
--Raise Gun
--Fire Gun(repeat until player stops)
--Put gun down
I don't know if this will work, because if i repeat that part of the animation, won't the gun only fire once and keep playing the animation?

Attack animations are different than walking animations. Walking animations loop from the last frame in the directional to the first frame in the directional so as to give the effect of continuous movement in a straight line. Attack animations however are called when you you use the attack key, run through the animation, then return to the walking animation. If you do not return to the walking animation then your above question would be true(the attack animation would continue looping even though you weren't attacking).

The walking frame loops are done by setting the first flag as a marker(flag 1) and the last frame in the sequence as a loop back to marker flag(flag 2).

The animation switch back is done by placing a Switch animation flag(flag 8 I believe) with a walking animation parameter(parameter 0) on the final frame of the attack sequence.

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Originally posted by Stark Bledfast:
**< snip>
The animation switch back is done by placing a Switch animation flag(flag 8 I believe) with a walking animation parameter(parameter 0) on the final frame of the attack sequence.

**

Hmm. This seems to require two things; a way of intercepting the attack button (global keydown event?) and a way of modifying the animation switch. It just might be possible to do it with a number of animations that only exist to have a different switch built into their conclusion. Basic idea would be two walk animations and a way to flip/flop between them. One is with gun holstered, the other is with gun drawn. (Since rest position is by default the first frame of the walk animation).

You are walking, you decide to attack; a test is performed and the draw-and-fire animation is played -- the switch on it dumps you to walk2, a standing pose with gun drawn. You press attack again; somehow, it detects you are in walk2 and plays attack2, the "fire from standing" animation. The switch here also dumps you back to walk2. If you attempt to walk in walk2 (do anything more than a slight change in orientation) that animation plays a "holster then start walking" and the switch is at the bottom of each directional 8 to dump you back to walk1.

I guess this works without having to alter the actual switch; it can all be done by doing a test on the attack and changing which animation is called for. Which I guess is a "Change player animation" event -- nothing so simple as a "call different animation" for Coldstone.

Has anyone figured out a "breathing" animation yet? Like maybe using stamp control to drop one of 8 animated stamps on top of the standing character? I've been also looking at a "run" key. (With the 1.01 patch it is finally possible to do a decent jump).

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