EntityStalk() and Entity Idle Frames
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clips_

Hi, I've noticed that entities that were working perfectly beforehand start displaying different idle frames when they become the 'stalker' in the entitystalk function.

I'm using the same code for this as in sully chronicles. The only difference is my entities have 7 frames per row, so their idle frames are obviously different then if they had 5 frames per row. And when the entitystalk function isn't being used the correct idle frames are shown.

Am I the only one getting this error or is this a bug in verge?

Thanks

Posted on 2004-08-18 18:09:31

mcgrue

Has nobody an answer for this man? :(

clips, if you want to email me a demo of this problem, I'll look into it.

-Grue

Posted on 2004-08-19 09:31:19

Zip

I have teleporting stalkers, but that's an entirely different problem. Two things: do the walk animations work as you want them too? Also, if you join #verge help and send me mak file/code I'll have a look to.

Zip

Posted on 2004-08-19 10:05:11

vecna

If someone sends me CHR files that do this in the engine, I can debug it. Giving me a test scenario that I don't have to duplicate from scratch always increases the odds of me fixing a bug :D and looking at the code I dont really see any reason why this would happen, and as you said it works in Sully.

Posted on 2004-08-19 17:32:28

clips_

Just letting you know, I e-mailed a small demo to mcgrue and vecna.

And Zip, Thanks, but I'm not at my own computer right now so i can't really get on irc. Next week (when i'm back home) if the problem isn't solved yet, I'll come looking for you. :)

Posted on 2004-08-20 20:05:17

mcgrue

Clips, I looked at your demo, and saw your problem illustrated as-advertised. I defer to vecna about this one :/

Posted on 2004-08-22 00:16:24

clips_

Vecna, have you been able to take a look at (or even recieved) the demo i sent yet? I included the chr and mak files in the zip.

Posted on 2004-08-26 02:30:19

vecna

I've identified the problem. It will be slightly trickier than I thought to fix, but I should be able to fix it tommorow.

Posted on 2004-08-27 05:06:03

vecna

fixed

Posted on 2004-08-28 16:23:26

clips_

Great! Thanks vecna!

Posted on 2004-08-28 23:29:44

vecna

fixed exe here btw, meant to have an new official build out by now but I got sidetracked -_-

Posted on 2004-09-12 05:38:17 (last edited on 2004-09-12 05:38:30)

clips_

Niiiiiiice! Thanks vecna!

Posted on 2004-09-12 22:08:41


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