Author Topic: Pill edit to play animation  (Read 1430 times)

Okay. I'm making a Pill edit. To look like a potion. The potion has a "fire" animation that I want it to play before healing you.

Currently the states work like this.
Code: [Select]
stateName[0]                     = "Ready";
stateTransitionOnTriggerDown[0]  = "Fire";
stateAllowImageChange[0]         = true;

stateName[1]                     = "Fire";
stateTransitionOnTimeout[1]      = "Ready";
stateAllowImageChange[1]         = true;
stateScript[1]                   = "onFire";
stateTimeoutValue[1]   = 1;

What would I do to make it so it plays the entire "fire" animation before triggering the rest?

I can attach the whole .cs

Set the stateTimeoutValue to the length of the animation.

Set the stateTimeoutValue to the length of the animation.

Thanks

EDIT: Changing to any number seems to have no effect
« Last Edit: October 08, 2013, 02:31:49 AM by Pandan »

I'm not an expert but maybe this would work?
Code: [Select]
stateWaitForTimeout[1] = true;

figured it out.

Code: [Select]
// Initial start up state
stateName[0]                     = "Ready";
stateTransitionOnTriggerDown[0]  = "Fire";
stateAllowImageChange[0]         = true;

stateName[1]                     = "Fire";
stateSequence[1] = "Fire";
stateTransitionOnTimeout[1]      = "postFire";
stateAllowImageChange[1]         = true;
stateTimeoutValue[1]    = 1;
stateScript[1]                   = "onFire";

stateName[2]                     = "postFire";
stateAllowImageChange[2]         = true;
stateTimeoutValue[2]    = 1;
stateScript[2]                   = "postFire";