ANIMDEFS: a question

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Kappes Buur
 
 
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ANIMDEFS: a question

Post by Kappes Buur »

When using ANIMDEFS to animate a sequence for a texture, maybe 10 pics,
how would one stop the animation after the first runthrough of the 10 pics?
Last edited by Kappes Buur on Mon Sep 13, 2021 10:34 am, edited 1 time in total.
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Cherno
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Re: ANIMFEFS: a question

Post by Cherno »

Set the duration of the last frame to the maximum, which should be 0x7FFFFFFD.
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Kappes Buur
 
 
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Re: ANIMFEFS: a question

Post by Kappes Buur »

Excellent. Thank you.
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Enjay
 
 
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Re: ANIMFEFS: a question

Post by Enjay »

Not that it would really be needed after that, but giving the last frame a long duration would give you an opportunity to change the texture to a non animated one using ACS.

In fact, for an animation that I only wanted to run once, I'd probably do the whole thing in ACS. It would give me finer control over it.
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Graf Zahl
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Re: ANIMFEFS: a question

Post by Graf Zahl »

Cherno wrote:Set the duration of the last frame to the maximum, which should be 0x7FFFFFFD.
That won't work because the texture animation is not synchronized with the game. It'll start to animate when the main menu pops up and quickly reach the last frame where it will stop and never advance.

For any kind of controlled animation the only viable option is ACS.
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Re: ANIMFEFS: a question

Post by Talon1024 »

I thought of writing the animation as a switch animation in ANIMDEFS, and then having an ACS script call a ZScript function which activates the line the animated "switch" texture is on.
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Enjay
 
 
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Re: ANIMFEFS: a question

Post by Enjay »

If you are activating it via ACS anyway, it's only a few more lines of code in your script to get ACS to do the whole thing.

[edit] Meh! https://www.aspectsweb.co.uk/enjay/doom ... XP_ACS.pk3 [/edit]
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Kappes Buur
 
 
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Re: ANIMFEFS: a question

Post by Kappes Buur »

Enjay wrote: [edit] Meh![/edit]
BSOD :D
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Re: ANIMFEFS: a question

Post by Enjay »

The good old days. :lol:
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