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If in the tabs "other" in the course area if we could have the option to define events on each waypoint that would open up a whole new level of modification and progression. If this is already possible could someone point me in the direction to start looking please!
I have read your last 2 posts, but I am not sure what you are intending to do with the courses.
Courses are intended for camera controls and to create patrolling Objects (like self-moving platforms), not for being applied to the player character.
Can you give a little description of what you are wanting to accomplish?
Thanks for the assist good sir. I have been attempting to create a cinematic sequence, where I have an npc walk a set path while the camera follows. This all works as intended except that the animations do not change to reflect the direction changes. I am using a top-down style setup. So the non-player character moves left as intended with the left walking animation firing, and then for the next waypoint the npc moves up the screen but the left walking animation is still firing it does not switch to the walk up animation. When I switch this npc over to player controlled and manually walk the character around using the keyboard, all animations fire based upon the walking direction as intended. In my objects on the character I have my motion set to walk(which is the animation sprite sequence) and then I have it marked as "Not Set"...
Resolution:
To create an effect where the Player Character walks around giving a monologue first you need to import the player animation sprite as a resource. Then make the Player Object and a second Object of the Player. In order to make this effect you need the second copy of the Player to not be controllable by the player, it functions as a non-controllable replacement of the player object that you can apply movements to via Other Runtime Actions. Within the player object copy make a chain of actions for the movements, each move sequence, and then a repositioning the direction being faced occurs in at the start of each action segment. I may have made this a little confusing but its really simple.
For example: The Object Action Sequences which have their Other Runtime Actions set too as:
Action Segment 1: (looks down/towards bottom, waits 2 seconds, then moves left)
Set Direction/Move(down), Set Template(stop), wait(2s), Set Direction/Move(left).
Link From Action Segment 1 to Action Segment 2:(Continues moving left for 2 seconds)
After Certain Time Passes(2s)
Action Segment 2:(Look down, stop moving left, wait 3 seconds, then move right)
Set Direction/Move(down), Set Template(stop), wait(3s), Set Direction/Move(right).
Link From Action Segment 2 to Action Segment 3:(Continue moving right for 3 seconds)
After Certain Time Passes(3s)
Action Segment 3:(ect. ect.)
Set Direction/Move(down), Set Template(stop), wait(1s), Set Direction/Move(left).
Link From Action Segment 3 to Action Segment 4:(ect. ect.)
After Certain Time Passes(1s)
Action Segment 4:
Set Direction/Move(down), Set Template(stop)
For action segments 2 and 3 I defined the Motion/Animation as "Walking"
Segments 1 and 4 are defined as "Wait", otherwise the character will stand still but have the animation of walking.
~ Zill
I imagine to make 3 or more options selectable from an opening menu, or any menu for that would require an array.
*note to self*Maybe look into the plugin for choices?
And yes, please do take a look at the plugin too!
Aside from that it works well for a start menu section system.
I've noticed on my games main menu, where I have a video on my lowest layer, when I want to preview a change to an object it often times will display the changed object and the original at the same time or not register the change at all. I have to confirm the changes and then run the game to see the changes consistently.