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I have created an animation which is activated when you cast a spell. The animation is supposed to follow the player for 30 seconds before disappearing(it is spinning spheres of lightning which surround the player), but I don't want to mess around with player icons because of all the work involved. If anyone has a shorter workaround please tell me. Thanks in advance.
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If you haven't tried it already:
set the spell to; 'instantly hit target' give it a duration 15 rounds(rounds are supposed to be about 2secs long) have it repeat animation each round'
or if you don't want the spell to inflict its effect more than once simply make the animation longer.
also:
are you saying that you want the animation to swirl and you're having difficulty making it pass behind the player? Does your game use a 3/4 perspective or some other tilt? if so;
One idea would be to attempt to cause dynamic y-sorting to do its job. Dynamic y sorting just determines what's in front of what. so if you were to make the animation move in an elliptical pattern, this may force the engine to regard the effect as having gone behind the player and sort it accordingly.
A cheap solution would be to just use alpha transparencies, and for the frames where the orb is supposed to be in back simply turn down the opacity (between 6-20% brightness). If its is moving fast and if the animation tranparenccy is dark enough, you might/should be able to fool the user or give them the idea that it was intentional.
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My problem is that I need the animation to stay with the player. i.e. I cast the spell. I walk over to the other side of the screen and the animation is still with me when I get there
In other words, the animation and the player have to stay together instead of the animation just staying where it is (if you use instantly hit target).
::tinkering in CGE::
i see, I've done that before,... the character outruns the animation....well here's the part you're gonna sorta hate. You will be fooling with the character icon set but not the actual frames, just the file.
-------------------->> Make the glowing light animation and keep it separate.(make its type standard) then make a duplicate of the player animation file. open it and flag one of the frames to launch sprite this will cause you're light anim. to launch and follow you. -------------------->> Or instead of using the animation editor to determine the position try using the stamp control and giving the coords. (PlayerX,PlayerY).And on the very last frame add a killMyself action this will delete the animation. -------------------->> A sure fire yet clumsy way, is to turn your light spell into an NPC with no collision, 0hp, set to try to reach player,give it a equal or greater speed than that of the player,high LOS,no movement delay and passive AI.
You'll have to adjust/offset the light animation, based on your position relative to where the light animation should be and where the light NPc is. And on the very last frame add a killMyself action this will delete the NPC and the animation.
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(This message has been edited by ellrx (edited 12-23-2002).)
Hi. I suggest you make an NPC with the animation you already have.
Under Stats, stamina at 0 to make it passive. Under Battle, select a picture or animation file: the animation you have Under Map, choose "Try to reach the player" (It should follow the Player around.) Don't do anything under Player contact.
You have the animation activated when you cast the spell. Substitute that with another event. Are you using Stray's excellent timer? If not, then set it up.
Substitute your Cast event (in the spell editor) with another event.
Start stopwatch NPC control: launch NPC at &&Player;_X and &&Player;_Y (Probably a conditional) Stop stopwatch at 30 seconds (Probably in the right column: if conditional is true) NPC control: death to NPC
Or however that works. I use the timer, but not the stopwatch, although Stray has it as part of his setup.
If you haven't already, don't forget to put sound in the animation. Wind works wonderfully with such things!
Good luck!
------------------ -- Debra Danillitphil Productions
(This message has been edited by Debra (edited 12-23-2002).)