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Synching sinchronised animations.

  • #10, by ke4 10 years ago Zitieren
    That's what i have in my game. I have hidden inventory, when i'm opening it i'm registering loop and unregistering it on closing the inventory again. I don't really understand the concpet you are mentioning, this is the script i wrote.

    local items
    
    function scaleItem()
    items = game.CurrentCharacter.Items
    for i =1, #items do
    	if game.CurrentObject:getName() == items[i]:getName() then
    		if  ActiveAnimations[items[i]:getName()].AnimationCurrentSpriteIndex < 4 then	
    			setAnimFrames(items[i]:getName(), 1, 5)
    		else
    			setAnimFrames(items[i]:getName(), 5, 5)
    		end
    	else
    		if ActiveAnimations[items[i]:getName()].AnimationCurrentSpriteIndex > 0 then
    			ActiveAnimations[items[i]:getName()].PlayOppositeDirection = true
    			setAnimFrames(items[i]:getName(), 1, 5)	
    		else
    			ActiveAnimations[items[i]:getName()].PlayOppositeDirection = false
    			setAnimFrames(items[i]:getName(), 1, 1)
    		end	
    	end
    end
    end
    
  • #11, by bananeisafree 10 years ago Zitieren
    And i'm so slow at posting that you managed to have an alltogether different conversation ... Feelsbad man!
  • #12, by afrlme 10 years ago Zitieren
    And i'm so slow at posting that you managed to have an alltogether different conversation ... Feelsbad man!


    Don't worry mate... I'm the king of "off-topic-ness" & we often tend to pile on the replies, regardless of whether they are on topic, or not. grin
  • #13, by ke4 10 years ago Zitieren
    grin That's true, the threads often ends up with off topic stuff.
  • #14, by bananeisafree 10 years ago Zitieren
    I realized that quite a lot actually. Wich is far from a bad thing, as it usualy ends up awnsering questions I never asked myself prior to reading the initial topic. :p
  • #15, by afrlme 10 years ago Zitieren
    That, & a bit of randomness never hurt anyone - or maybe it did & I just don't know about it :shakeshark: