ANIMDEFS: a question

Thu Sep 09, 2021 5:44 pm

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.

Re: ANIMFEFS: a question

Thu Sep 09, 2021 6:10 pm

Set the duration of the last frame to the maximum, which should be 0x7FFFFFFD.

Re: ANIMFEFS: a question

Thu Sep 09, 2021 8:27 pm

Excellent. Thank you.

Re: ANIMFEFS: a question

Fri Sep 10, 2021 3:23 am

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.

Re: ANIMFEFS: a question

Fri Sep 10, 2021 5:17 am

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.

Re: ANIMFEFS: a question

Fri Sep 10, 2021 8:31 am

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.

Re: ANIMFEFS: a question

Fri Sep 10, 2021 9:09 am

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]

Re: ANIMFEFS: a question

Fri Sep 10, 2021 11:19 pm

Enjay wrote:[edit] Meh![/edit]


BSOD :D

Re: ANIMFEFS: a question

Sat Sep 11, 2021 3:08 am

The good old days. :lol: