Best way to approach a particular command/action

  • #1, by RadicaaSaturday, 24. January 2015, 23:10 6 years ago
    So I was thinking of doing a scene where the characther is lying in bed, indefinetly, until the player clicks the mouse. Then a "getting up from bed" animation is played and that's when the scene starts for real. From the top of my head I came up with two solutions, but thought that there might be a much less simple way to do it. First I thought about making a huge object that surrounds the whole level/scene that triggers the animation and hides the sleeping animation. This felt a bit weird. The other option was to make an if condition to the left mouse where the animation is played from the first click. Any better/simpler solutions to this?

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  • #2, by afrlmeSunday, 25. January 2015, 00:03 6 years ago
    Don't import your character into the scene. Use an NPC version, then swap the NPC for your playable character after triggering whatever animation is played. Or even create the sleeping animation as an scene object & then import your playable character in when ready.

    How you approach this is up to you. No way is incorrect.

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  • #3, by RadicaaSunday, 25. January 2015, 00:40 6 years ago
    But at which point, or where, or how, would I be able to insert the mouse action that triggers all this from all positions of the scene; I mean, I figured out how to do swaps between objects/animations to transition into the playable characther, but my problem is how I trigger it. What I mean is:

    Characther is lying on bed -> mouse appears -> player clicks random position on scene (an object, floor, wall, everything) -> the animation of the charachter getting up from bed is played as a cutscene -> playable characther outfit appears -> mouse appears and gameplay starts.

    I tried to approach it by making an invisible object which borders include everything on the scene. But this seemed hard as I had to place the alignment of the characther to the object and even on immediate execution it seemed like the hidden characther was searching for that invisible object that would trigger the animation of the characther getting up from bed. I guess I have a hard time explaining this but perhaps I made it a bit more clearer?

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  • #4, by afrlmeSunday, 25. January 2015, 11:13 6 years ago
    I suppose you could create a condition & add it as an if query into the mouse properties tab under game.

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  • #5, by RadicaaSunday, 25. January 2015, 11:57 6 years ago
    Yeah, I'll probably try that next. But I wonder, will the fact that the left mouse button is always bound as "walk" disturb what I'm trying to accomplish? I haven't found a way to unbind the walk command from the left mouse click. If I could unbind it, I could replace it momentarily with the trigger animation chain.

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  • #6, by afrlmeSunday, 25. January 2015, 12:07 6 years ago
    No, the left mouse button is always defined as the active button.

    Just use an object or NPC for that part of the scene & then bring the character into the scene as needed.

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