animation issues

A

adjl

Guest
u know, you'd think
Animation - Play Ash_Kaah's stand - 3 animation
would play the Stand - 3 animation listed in the window to the left. got any clue what I'm doing wrong?

oh, also, I can't get Flying Machine's move animation to go on command
 
Under what circumstance? If you want a stand animation then don't order them to move! Does unit variable Ash-Kaah deffinatly have a stand 3 animation (given your post he does)?
Have you defined which unit Ash_Kaah is?
 
Erm, are you issuing any orders after you do that? Manipulating the unit in any way can cancel out that animation, so you have to play the animation by the index.

Code:
call SetUnitAnimationByIndex(udg_Ash_Kaah, [b]3[/b])

Cycle through the animations, and count which one the Stand - 3 animation is. if it's the third one, then put 3 where the bold text.
 
ahh, that could be good. I'm using it in a short cutscene, and there's a wait after I set the animation, so it shouldn't get canceled

yup, it worked! thanks conan
anyone wanna see the map I'm workin on?
 
oh, new animation issue. while using the
Code:
Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 270.00 degrees), facing 270.00 degrees
type of trigger, is there some way so keep a specific animation going while someone is being moved every .01 seconds?
 
odd, I could have sworn the function Conan gave worked fine as long as you didn't instruct the unit to play another animation. Moving a unit instantly should not interrupt it....
 
it does for some reason

could it be that it moves instantly and makes face angle?
 
I can almost see one way to do this....since I'm trying to use the arrow keys for movement, I guess the first time through, I could change facing, then run the animation and movement every other time until the key is released...kinda like

every .01 seconds
if walk_up == true then
if first == true then
face angle 90
play unit animation walk
else
move unit instantly to location of unit offset by yeah towards 90
endif
endif

that look like it'll work?
 
nope, doesn't work
here, check out the code

Code:
Alt Walking Control Functions
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        -------- up --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Walk_Up Equal to True
                Walk_Down Equal to False
                Walk_Left Equal to False
                Walk_Right Equal to False
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Renew_Walking Equal to True
                    Then - Actions
                        Set Renew_Walking = False
                        Unit - Make Party_Leader face 90.00 over 0.00 seconds
                        Animation - Play Party_Leader's walk animation
                    Else - Actions
                        Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 90.00 degrees)
            Else - Actions
        -------- up - left --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Walk_Up Equal to True
                Walk_Down Equal to False
                Walk_Left Equal to True
                Walk_Right Equal to False
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Renew_Walking Equal to True
                    Then - Actions
                        Set Renew_Walking = False
                        Unit - Make Party_Leader face 135.00 over 0.00 seconds
                        Animation - Play Party_Leader's walk animation
                    Else - Actions
                        Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 135.00 degrees)
            Else - Actions
        -------- up - right --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Walk_Up Equal to True
                Walk_Down Equal to False
                Walk_Left Equal to False
                Walk_Right Equal to True
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Renew_Walking Equal to True
                    Then - Actions
                        Set Renew_Walking = False
                        Unit - Make Party_Leader face 45.00 over 0.00 seconds
                        Animation - Play Party_Leader's walk animation
                    Else - Actions
                        Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 45.00 degrees)
            Else - Actions
        -------- left --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Walk_Up Equal to False
                Walk_Down Equal to False
                Walk_Left Equal to True
                Walk_Right Equal to False
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Renew_Walking Equal to True
                    Then - Actions
                        Set Renew_Walking = False
                        Unit - Make Party_Leader face 180.00 over 0.00 seconds
                        Animation - Play Party_Leader's walk animation
                    Else - Actions
                        Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 180.00 degrees)
            Else - Actions
        -------- right --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Walk_Up Equal to False
                Walk_Down Equal to False
                Walk_Left Equal to False
                Walk_Right Equal to True
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Renew_Walking Equal to True
                    Then - Actions
                        Set Renew_Walking = False
                        Unit - Make Party_Leader face 0.00 over 0.00 seconds
                        Animation - Play Party_Leader's walk animation
                    Else - Actions
                        Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 0.00 degrees)
            Else - Actions
        -------- down - left --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Walk_Up Equal to False
                Walk_Down Equal to True
                Walk_Left Equal to True
                Walk_Right Equal to False
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Renew_Walking Equal to True
                    Then - Actions
                        Set Renew_Walking = False
                        Unit - Make Party_Leader face 225.00 over 0.00 seconds
                        Animation - Play Party_Leader's walk animation
                    Else - Actions
                        Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 225.00 degrees)
            Else - Actions
        -------- down - right --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Walk_Up Equal to False
                Walk_Down Equal to True
                Walk_Left Equal to False
                Walk_Right Equal to True
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Renew_Walking Equal to True
                    Then - Actions
                        Set Renew_Walking = False
                        Unit - Make Party_Leader face 315.00 over 0.00 seconds
                        Animation - Play Party_Leader's walk animation
                    Else - Actions
                        Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 315.00 degrees)
            Else - Actions
        -------- down --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Walk_Up Equal to False
                Walk_Down Equal to True
                Walk_Left Equal to False
                Walk_Right Equal to False
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Renew_Walking Equal to True
                    Then - Actions
                        Set Renew_Walking = False
                        Unit - Make Party_Leader face 270.00 over 0.00 seconds
                        Animation - Play Party_Leader's walk animation
                    Else - Actions
                        Unit - Move Party_Leader instantly to ((Position of Party_Leader) offset by Walk_Speed towards 270.00 degrees)
            Else - Actions
 
The function I gave you is used for playing the unit animation. Use it, instead of the "Play Unit Animation". It will NOT interrupt moving the unit instantly or making them face a certain angle.
 
the variable I'm using for this is actually variable this time
Party_Leader can be any of 3 units with different numbers of animations.... guess I could use a variable containing which animation is the current party leader's walking animation

btw, the animation is no longer interrupted, thanks again conan
 
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