Password Posted March 9, 2009 Report Share Posted March 9, 2009 I've added an animation to Climbing in Sonic's Skin, and in the event editor I used a code to change the animation (Check the attachment) and it works, but only for a second, then changes back to another animation. I've tried setting the animation to loop, but it still changes back to another animation. How can I change it to permanently to become the Climbing Animation until the player hits the ground? untitled.bmp Link to comment Share on other sites More sharing options...
Asuma Posted March 9, 2009 Report Share Posted March 9, 2009 You have to change the animation number under the animation values. Might be the Action value. I don't have MMF2 right now (at school). Link to comment Share on other sites More sharing options...
luksamuk Posted March 17, 2009 Report Share Posted March 17, 2009 ^ See Azu's post. Obviously, you cannot change the anims of your character if they aren't predefined. Or, if you don't wanna use the Action concept (and you still have time and patience) you can do exceptions related to the another events of your engine. For example, in walking: If you aren't over a grinding obstacle, and if you're on the ground and at some Absolute speed (blablablabla), it'll play. You understand, right? *someone screams: SHUT UP LH! Link to comment Share on other sites More sharing options...
Password Posted April 8, 2009 Author Report Share Posted April 8, 2009 So your saying I could make an action, and every time the player triggers the action, I could put something like If Action = POOP Sonic's Animation is Climbing Right? Link to comment Share on other sites More sharing options...
luksamuk Posted April 8, 2009 Report Share Posted April 8, 2009 Yea.... almost it. At least you cought the idea. Don't forget to do some events to put the "Action" value to 0, or to the normal value, again. Link to comment Share on other sites More sharing options...
Realm0D Posted June 21, 2009 Report Share Posted June 21, 2009 Actions are usualy animations in SonicWorlds for example Action0 usualy is Standing and Action1 usualy is Jump. So you could say. Just as an example: Button2 Is Pressed Set Action to 10 Action = 10 ("Playskin_sonic") Change animation to "Punch1". Animation Punch1 has finished Set Action to = 0. Only one action when event loops That would probably be the easiest method for a punch in sonic worlds. But it's just an example. I Hope this helped you. Edit: BTW, for your method you want to do for your climb thingy, Another note for you is the ("Ground") Value. It's used to detect if the player is on the floor or not. It could be usefull for you to know that. I believe that this could be used for stopping and starting the action you want to occer. Link to comment Share on other sites More sharing options...
Ayling Posted June 22, 2009 Report Share Posted June 22, 2009 nononononononono there's a separate value in Sonic Worlds called Animation. All of Sonic's animations are corresponding with numbers. Look under the Animation section of the engine to see how it works. You're gonna need to make your own number for it and associate it there, then make an action. Link to comment Share on other sites More sharing options...
Realm0D Posted June 22, 2009 Report Share Posted June 22, 2009 nononononononono there's a separate value in Sonic Worlds called Animation. All of Sonic's animations are corresponding with numbers. Look under the Animation section of the engine to see how it works. You're gonna need to make your own number for it and associate it there, then make an action. It depends on the version of SonicWorlds you are using. but other ways you're right it is the (RED"A"Red) Object used for animations in the latest worlds build. Just adapt it to my method changing the "Action part". Link to comment Share on other sites More sharing options...
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