ACS animation control.
Moderator: GZDoom Developers
ACS animation control.
Shot in the dark here.
I think it would be highly advantageous if acs had control over ANIMDEFS animations. Something to the effect of
StartAnim(texture\flat name)
and stop and whathaveyou.
This would give editors to have vast control over when and where animations play, opening up all sorts of possibilities.
Okay. Enough crap. Feature suggesting will get me nowhere. What I really want is some way to accomplish this without the use of line ids.
Any help would be highly cookie-awarding.
EDIT: So as I understand it... there is no way to control when animations play, and they are always going as defined in animdefs.... no control whatsoever... O_o
I think it would be highly advantageous if acs had control over ANIMDEFS animations. Something to the effect of
StartAnim(texture\flat name)
and stop and whathaveyou.
This would give editors to have vast control over when and where animations play, opening up all sorts of possibilities.
Okay. Enough crap. Feature suggesting will get me nowhere. What I really want is some way to accomplish this without the use of line ids.
Any help would be highly cookie-awarding.
EDIT: So as I understand it... there is no way to control when animations play, and they are always going as defined in animdefs.... no control whatsoever... O_o
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: ACS animation control.
You can't. Without line id's you can't specify the line and hence can't manipulate it.Jehar wrote: Okay. Enough crap. Feature suggesting will get me nowhere. What I really want is some way to accomplish this without the use of line ids.
Any help would be highly cookie-awarding.
Unless you script your animation yourself. And that's why there is no new feature here. You can do anything you want with a line's texture in a script so there is no need to add anything.EDIT: So as I understand it... there is no way to control when animations play, and they are always going as defined in animdefs.... no control whatsoever... O_o
Re: ACS animation control.
In theory, yes you can. For example, you can have a special texture set with a prefix, let's say DRPOCxx (the prefix used for Animations in the Punisher TC), that the script in question checks for on script startup. If the DRPOC number that is referenced in the script is found, it is then manipulated.Graf Zahl wrote: You can't. Without line id's you can't specify the line and hence can't manipulate it.