CHR help
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spaceseel

Okay, I'm creating a map demo, and I'm showing the character doing some custom animation. For some reason, When I use the EntityMove() command, when it's finished processing, It reverts back to it's default position and stays there no matter what direction I'm going in. This is the command that I used.


//Marcus acts suprised
EntityMove(1,"Z19 W90 Z18 W30 Z16 W60 Z4 F0");


Is there something I'm doing wrong?

Posted on 2007-02-25 13:24:04

spaceseel

Never mind. When I used Z0 at the end, it reverted back to it's default position.

Posted on 2007-02-25 14:52:13

Overkill

Well, for one, you probably shouldn't put spaces in your movescripts. Second, it'll always face down because you use "FO" (unless that's what you wanted, but it SOUNDS like you're complaining about your script doing so).

Z is for special frames, making it draw with the special frame instead of walking animations or idle frames. If you want it to revert to the direction the player was previously facing, use "ZO", which tells the engine to not use a special frame anymore.

EDIT: D'oh. Post collision.

Posted on 2007-02-25 14:53:16 (last edited on 2007-02-25 14:53:35)

Kryptonite803

I also have a CHR issue. I was looking though demos that I downloaded from here. One was about custom animations, using chrmod.exe. Anyway, looking through the code of the demo, it keeps repeating this form of statement:

if (statement)
{
entity.customanim[player] = "customAnimationName";
return;
}

Well, when I copy the syntax to my own code, Verge gives me the error "customanim is not a known string identifier"

So, is there something missing that I should know about? Or is this an old method with a simpler one around?

Posted on 2007-03-02 16:15:20

Overkill

Well, they're also using a custom (unofficial) build of Verge. Custom animations for CHR aren't in the official CHR format yet, although they should eventually be added.

You could always store the movescripts for special animations in regular string variables, and then go something like this:

string animation_dance = "Z0W10Z3W10Z45W10";
EntityMove(my_entity, animation_dance);

Posted on 2007-03-02 18:56:04 (last edited on 2007-03-02 18:58:35)

Kryptonite803

Ok, I vaguely remember something about the EntityMove in the manual, but it didn't make much sense. It makes so much more sense now, so thank you very much.

I wonder though if copying the customized Verge into my files would allow it to work. And as far as customizing Verge itself, I assume it would have to be done in hex or something.

Anyway, thanks again for the help. Much appreciated.

Posted on 2007-03-02 21:53:56

Overkill

Quote:Originally posted by Kryptonite803

I wonder though if copying the customized Verge into my files would allow it to work.
Yep. Otherwise, it won't find the variables that were added to the custom engine.

And as far as customizing Verge itself, I assume it would have to be done in hex or something. Nope, there is source code. Verge is BSD, so it's free to change and mutilate. The Subversion can be found by looking through the about page. (Note to self: Probably should make the source more accessible, like on the side-bar or something).

Anyway, thanks again for the help. Much appreciated. Not a problem.

Posted on 2007-03-03 00:00:17 (last edited on 2007-03-03 01:20:45)

Beni

I wonder though if copying the customized Verge into my files would allow it to work.

That's my build, and yeah, that's all you need to do is copy my slightly modified version of verge into your folder. Of course, I haven't received any bug reports from anyone, so there might be some issues with it. I didn't even know anyone was even using it. If you have any questions about it, ask away. By email or here.

Posted on 2007-03-03 00:08:59


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