Animation disappearing when resuming game and other problems

  • #1, by nerdSaturday, 03. November 2018, 21:01 A year ago
    On my save/load menu I am using "change to scene of character" as resume method, but if in a scene there was an animation playing it will desappear once the scene is resumed... Is there any solution?

    edit: actually it seems to happen when there's an animation playing and a narrator text going on

    also this "change to scene of character" is giving me problems, like playing an entire scene from the beginning... Is there an alternative solution as "resume game" method?

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  • #2, by nerdSaturday, 03. November 2018, 21:22 A year ago
    The ideal solution would be assigning a scene (with load/save gameslot) to an interface class which I can toogle on and off with a keypress, that way resuming back to the game would work smooth, is it possibile to assign a scene to an interface class?

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  • #3, by afrlmeSaturday, 03. November 2018, 22:54 A year ago
    at begin of scene actions will always execute whenever you load the scene. you need to use if query actions parts to wrap action parts in said at begin of scene action blocks.

    let's say you want to play a cutscene the very first time the scene is loaded. to do that you should create a condition (or value if multiple cutscenes can be executed in the same scene depending on stage of the game the player has reached), you should name it something along the lines of intro_played, then create an if condition action part at the top of the at begin of scene action block & query if intro_played condition is false. Now add the action parts that you want to execute if the intro hasn't been played, now change the condition to true,  then add an end if action part at the end to close off the if query.


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  • #4, by nerdSunday, 04. November 2018, 08:40 A year ago
    at begin of scene actions will always execute whenever you load the scene. you need to use if query actions parts to wrap action parts in said at begin of scene action blocks.

    let's say you want to play a cutscene the very first time the scene is loaded. to do that you should create a condition (or value if multiple cutscenes can be executed in the same scene depending on stage of the game the player has reached), you should name it something along the lines of intro_played, then create an if condition action part at the top of the at begin of scene action block & query if intro_played condition is false. Now add the action parts that you want to execute if the intro hasn't been played, now change the condition to true,  then add an end if action part at the end to close off the if query.


    Is it possibile to incorporate a menu inside an interface class? I'd like to be able to toogle the save/load menu ingame... In this way I'have a load/menu running while the game is still running, but I wouldn't have any problem with running stuff, the player would just see what's happening behind the little load/save menu on top of the game.


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  • #5, by nerdSunday, 04. November 2018, 09:18 A year ago
    at begin of scene actions will always execute whenever you load the scene. you need to use if query actions parts to wrap action parts in said at begin of scene action blocks.

    let's say you want to play a cutscene the very first time the scene is loaded. to do that you should create a condition (or value if multiple cutscenes can be executed in the same scene depending on stage of the game the player has reached), you should name it something along the lines of intro_played, then create an if condition action part at the top of the at begin of scene action block & query if intro_played condition is false. Now add the action parts that you want to execute if the intro hasn't been played, now change the condition to true,  then add an end if action part at the end to close off the if query.


    I found a trick. Assigned esc button to toogle an interface object to save/load menu. Now esc-toolge won't work during animations... So resuming won't mess up the game...

    edit: actually it's not a perfect solution, it doesn't work always, but is a step beyond

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  • #6, by nerdSunday, 04. November 2018, 09:35 A year ago
    at begin of scene actions will always execute whenever you load the scene. you need to use if query actions parts to wrap action parts in said at begin of scene action blocks.

    let's say you want to play a cutscene the very first time the scene is loaded. to do that you should create a condition (or value if multiple cutscenes can be executed in the same scene depending on stage of the game the player has reached), you should name it something along the lines of intro_played, then create an if condition action part at the top of the at begin of scene action block & query if intro_played condition is false. Now add the action parts that you want to execute if the intro hasn't been played, now change the condition to true,  then add an end if action part at the end to close off the if query.



    Anyway if there's a way to incorporate a load/save menu inside a class interface so that I can toogle it on and off that would do the trick without efforts... Is there a way?

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  • #7, by afrlmeSunday, 04. November 2018, 11:00 A year ago
    only if you build your own custom save menu using autosaves instead of the regular save system, but that would require a decent amount of Lua script knowledge to be able to make something that looks & works exactly how you want.

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  • #8, by nerdSunday, 04. November 2018, 13:22 A year ago
    only if you build your own custom save menu using autosaves instead of the regular save system, but that would require a decent amount of Lua script knowledge to be able to make something that looks & works exactly how you want.
    I understand, I've found a way that works more or less. I still need to master the Lua super powers. Not having a programming background in these modern age sucks roll

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