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 Animation problem

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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Animation problem   June 15th 2015, 12:23 pm

>> 1. Effect should be in front of him, so not behind his cape (1st effect than player)
[Statedef 7093]
....
sprpriority=0       ;;;;;; <--make it to something higher like 10

and add a SprPriority state controller for more safety:
[State 7093, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

>> 2. Effect should appear only once and not twice.
for the "fx" Helper calling:
[State 130, carga]
type=helper
triggerall = NumHelper(7093) = 0   ;;;;;; <-- add this NumHelper trigger for more safety
trigger1=time = 0
helpertype=normal
stateno=7093
ID=7093
name="fx"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
size.xscale = .7
size.yscale = .7

for the "fx" Helper DestroySelf state controller:
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >=30
trigger2 = parent,movetype = H
trigger3 = Parent, NumHelper(7093) > 1   ;;;;;; <-- add this NumHelper trigger for more safety
;ignorehitpause =
;persistent =

And, in your .air file, for the Action 7093 used by the "fx" Helper:
[Begin Action 7093]
7093,0, 0,0, #
7093,1, 0,0, #
7093,2, 0,0, #
7093,3, 0,0, #
...................
-1,0, 0,0, ## ;;;;;; <-- add this invisible frame at the end and give it some time ## which is just enough to last for the rest of guard/block stun

There are also some other ways for your #2. issue besides the above one, including:

[State 130, carga]
type=helper
triggerall = NumHelper(7093) = 0 
trigger1=time = 0
helpertype=normal
stateno=7093
ID=7093
name="fx"
postype=p1
pos = 0,0
ownpal=1
persistent=0    ;;;;;; <-- make it to something higher like 6 or 12
supermovetime=9999
size.xscale = .7
size.yscale = .7

OR

[State 130, carga]
type=helper
triggerall = NumHelper(7093) = 0
trigger1=time = 0   ;;;;;; <-- use some trigger like TimeMod = #,0 where # is longer than the 2nd second "fx" Helper Action 7093 animation time
helpertype=normal
stateno=7093
ID=7093
name="fx"
postype=p1
pos = 0,0
ownpal=1
;;;;persistent=0
supermovetime=9999
size.xscale = .7
size.yscale = .7

Some other ways, you can try to experiment yourself. Wink
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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Animation problem   June 15th 2015, 1:06 pm

@Zox wrote:
thanks for your help, i fixed that 1st
it still appears two times. but ok atleast we have fixed that 1st problem

The #2. issue is still there after you tried the ways I listed?  I guess those ways should have fixed the #2. issue... Rolling Eyes
It is because I came across with similar #2. issue before and those ways worked for me......at least the "invisible frame added to the end of an animation Action of the VFX to make it last longer" should have been working.......... scratch
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borewood2013



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Join date : 2014-08-11

PostSubject: Re: Animation problem   June 15th 2015, 1:56 pm

Found out that the 2nd second "fx" Helper appearance happens during StateDef 140, which is weird because there is no "fx" Helper calling in StateDef 140 since you put it in StateDef 130 only.

As a result, in the "fx" Helper StateDef 7093, we have to destroy it and make PlaySnd not activate when P1 is in StateDef 140:

;==========block fx-----------------------------------
[Statedef 7093]
type=S
physics=N
movetype=I
anim=7093
ctrl=0
velset=0,0
poweradd=0
sprpriority=10


[State 0, PlaySnd]
type = PlaySnd
triggerall = Parent, StateNo != 140  ;;; <-- add this extra trigger
trigger1 = animelem = 1
value = S10,2
volume = 0
channel = -1
freqmul = 2


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0-(time*20),0-(time*20),0-(time*20)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >=30
trigger2 = parent,movetype = H
trigger3 = Parent, NumHelper(7093) > 1
trigger4 = Parent, StateNo = 140   ;;; <-- add this extra trigger
;ignorehitpause =
;persistent =
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Animation problem
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