Author Topic: Trouble with Torque States (Now with a different problem)  (Read 766 times)

Giving a sword a three tier attack method. Where just clicking is a standard swing, and holding will build up charge. Is there a reason why this won't work?
Never mind; I'm just dumb. I messed up one of my "//entertexthere" things, and it resulted in a syntax error. I feel stoop.

EDIT: Okay, new problem now.
At the end of the third swing, if the player decides to do a "Fire3" or a "Fire3_2_Swing" the sword returns to the Activate state (not intentional), though not if the player fires a "Fire3_3_Swing"; why is that? Do I have too many states?

What the console told me after I loaded up my server; what?


Code: [Select]
stateName[0]                     = "Activate";
stateSequence[0]                     = "Activate";
stateTimeoutValue[0]             = 2.0;
stateTransitionOnTimeout[0]      = "Ready1";
stateSound[0]                    = BasicSwordDrawSound;

stateName[1]                     = "Ready1";
stateSequence[1]                     = "Ready1";
stateTransitionOnTriggerDown[1]  = "Fire1Pre";
stateAllowImageChange[1]         = true;

stateName[2]                    = "Fire1Pre";
stateSequence[2]                = "Ready1";
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire1_2Charging";
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2]  = "Fire1";
stateAllowImageChange[2]        = false;

stateName[3]                    = "Fire1_2Charging";
stateSequence[3]                = "Ready1";
stateTimeoutValue[3]            = 0.2;
stateTransitionOnTimeout[3]     = "Fire1_2Pre";
stateWaitForTimeout[3] = false;
stateTransitionOnTriggerUp[3]  = "Fire1";
stateAllowImageChange[3]        = false;

stateName[4]                    = "Fire1_2Pre";
stateSequence[4]                = "Ready1";
stateTimeoutValue[4]            = 0.2;
stateTransitionOnTimeout[4]     = "Fire1_3Charging";
stateWaitForTimeout[4] = false;
stateTransitionOnTriggerUp[4]  = "Fire1_2_Swing";
stateScript[4]                  = "onCharged";
stateAllowImageChange[4]        = false;

stateName[5]                    = "Fire1_3Charging";
stateSequence[5]                = "Ready1";
stateTimeoutValue[5]            = 0.4;
stateTransitionOnTimeout[5]     = "Fire1_3Pre";
stateWaitForTimeout[5] = false;
stateTransitionOnTriggerUp[5]  = "Fire1_2_Swing";
stateAllowImageChange[5]        = false;

stateName[6]                    = "Fire1_3Pre";
stateSequence[6]                = "Ready1";
stateTransitionOnTriggerUp[6]  = "Fire1_3_Swing";
stateScript[6]                  = "onCharged";
stateAllowImageChange[6]        = false;

stateName[7]                    = "Fire1_3_Swing";
stateSequence[7]                = "Fire1_1";
stateTransitionOnTimeout[7]     = "Fire1_3_Hit";
stateTimeoutValue[7]            = 0.5;
stateAllowImageChange[7]        = false;
stateWaitForTimeout[7] = true;

stateName[8]                    = "Fire1_3_Hit";
stateSequence[8]                = "Fire1_2";
stateTransitionOnTimeout[8]     = "Ready2";
stateTimeoutValue[8]            = 0.5;
stateFire[8]                    = true;
stateAllowImageChange[8]        = false;
stateScript[8]                  = "onFireStrong";
stateWaitForTimeout[8] = true;

stateName[9]                    = "Fire1_2_Swing";
stateSequence[9]                = "Fire1_1";
stateTransitionOnTimeout[9]     = "Fire1_2_Hit";
stateTimeoutValue[9]            = 0.3;
stateAllowImageChange[9]        = false;
stateWaitForTimeout[9] = true;

stateName[10]                    = "Fire1_2_Hit";
stateSequence[10]                = "Fire1_2";
stateTransitionOnTimeout[10]     = "Ready2";
stateTimeoutValue[10]            = 0.3;
stateFire[10]                    = true;
stateAllowImageChange[10]        = false;
stateScript[10]                  = "onFireMedium";
stateWaitForTimeout[10] = true;

stateName[11]                    = "Fire1";
stateSequence[11]                = "Fire1";
stateTransitionOnTimeout[11]     = "Ready2";
stateTimeoutValue[11]            = 0.3;
stateFire[11]                    = true;
stateAllowImageChange[11]        = false;
stateScript[11]                  = "onFireFast";
stateWaitForTimeout[11] = true;

//The second Swing.

stateName[12]                     = "Ready2";
stateSequence[12]                     = "Ready2";
stateTransitionOnTriggerDown[12]  = "Fire2Pre";
stateAllowImageChange[12]         = true;

stateName[13]                    = "Fire2Pre";
stateSequence[13]                = "Ready2";
stateTimeoutValue[13]            = 0.1;
stateTransitionOnTimeout[13]     = "Fire2_2Charging";
stateWaitForTimeout[13] = false;
stateTransitionOnTriggerUp[13]  = "Fire2";
stateAllowImageChange[13]        = false;

stateName[14]                    = "Fire2_2Charging";
stateSequence[14]                = "Ready2";
stateTimeoutValue[14]            = 0.2;
stateTransitionOnTimeout[14]     = "Fire2_2Pre";
stateWaitForTimeout[14] = false;
stateTransitionOnTriggerUp[14]  = "Fire2";
stateAllowImageChange[14]        = false;

stateName[15]                    = "Fire2_2Pre";
stateSequence[15]                = "Ready2";
stateTimeoutValue[15]            = 0.2;
stateTransitionOnTimeout[15]     = "Fire2_3Charging";
stateWaitForTimeout[15] = false;
stateScript[15]                  = "onCharged";
stateTransitionOnTriggerUp[15]  = "Fire2_2_Swing";
stateAllowImageChange[15]        = false;

stateName[16]                    = "Fire2_3Charging";
stateSequence[16]                = "Ready2";
stateTimeoutValue[16]            = 0.4;
stateTransitionOnTimeout[16]     = "Fire2_3Pre";
stateWaitForTimeout[16] = false;
stateTransitionOnTriggerUp[16]  = "Fire2_2_Swing";
stateAllowImageChange[16]        = false;

stateName[17]                    = "Fire2_3Pre";
stateSequence[17]                = "Ready2";
stateWaitForTimeout[17] = false;
stateTransitionOnTriggerUp[17]  = "Fire2_3_Swing";
stateScript[17]                  = "onCharged";
stateAllowImageChange[17]        = false;

stateName[18]                    = "Fire2_3_Swing";
stateSequence[18]                = "Fire2_1";
stateTransitionOnTimeout[18]     = "Fire2_3_Hit";
stateTimeoutValue[18]            = 0.5;
stateAllowImageChange[18]        = false;
stateWaitForTimeout[18] = true;

stateName[19]                    = "Fire2_3_Hit";
stateSequence[19]                = "Fire2_2";
stateTransitionOnTimeout[19]     = "Ready3";
stateTimeoutValue[19]            = 0.5;
stateFire[19]                    = true;
stateAllowImageChange[19]        = false;
stateScript[19]                  = "onFireStrong";
stateWaitForTimeout[19] = true;

stateName[20]                    = "Fire2_2_Swing";
stateSequence[20]                = "Fire2_1";
stateTransitionOnTimeout[20]     = "Fire2_2_Hit";
stateTimeoutValue[20]            = 0.3;
stateAllowImageChange[20]        = false;
stateWaitForTimeout[20] = true;

stateName[21]                    = "Fire2_2_Hit";
stateSequence[21]                = "Fire2_2";
stateTransitionOnTimeout[21]     = "Ready3";
stateTimeoutValue[21]            = 0.3;
stateFire[21]                    = true;
stateAllowImageChange[21]        = false;
stateScript[21]                  = "onFireMedium";
stateWaitForTimeout[21] = true;

stateName[22]                    = "Fire2";
stateSequence[22]                = "Fire2";
stateTransitionOnTimeout[22]     = "Ready3";
stateTimeoutValue[22]            = 0.3;
stateFire[22]                    = true;
stateAllowImageChange[22]        = false;
stateScript[22]                  = "onFireFast";
stateWaitForTimeout[22] = true;

//The third Swing.

stateName[23]                     = "Ready3";
stateSequence[23]                     = "Ready3";
stateTransitionOnTriggerDown[23]  = "Fire3Pre";
stateAllowImageChange[23]         = true;

stateName[24]                    = "Fire3Pre";
stateSequence[24]                = "Ready3";
stateTimeoutValue[24]            = 0.1;
stateTransitionOnTimeout[24]     = "Fire3_2Charging";
stateWaitForTimeout[24] = false;
stateTransitionOnTriggerUp[24]  = "Fire3";
stateAllowImageChange[24]        = false;

stateName[25]                    = "Fire3_2Charging";
stateSequence[25]                = "Ready3";
stateTimeoutValue[25]            = 0.2;
stateTransitionOnTimeout[25]     = "Fire3_2Pre";
stateWaitForTimeout[25] = false;
stateTransitionOnTriggerUp[25]  = "Fire3";
stateAllowImageChange[25]        = false;

stateName[26]                    = "Fire3_2Pre";
stateSequence[26]                = "Ready3";
stateTimeoutValue[26]            = 0.2;
stateTransitionOnTimeout[26]     = "Fire3_3Charging";
stateWaitForTimeout[26] = false;
stateTransitionOnTriggerUp[26]  = "Fire3_2_Swing";
stateScript[26]                  = "onCharged";
stateAllowImageChange[26]        = false;

stateName[27]                    = "Fire3_3Charging";
stateSequence[27]                = "Ready3";
stateTimeoutValue[27]            = 0.4;
stateTransitionOnTimeout[27]     = "Fire3_3Pre";
stateWaitForTimeout[27] = false;
stateTransitionOnTriggerUp[27]  = "Fire3_2_Swing";
stateAllowImageChange[27]        = false;

stateName[28]                    = "Fire3_3Pre";
stateSequence[28]                = "Ready3";
stateTransitionOnTriggerUp[28]  = "Fire3_3_Swing";
stateScript[28]                  = "onCharged";
stateAllowImageChange[28]        = false;

stateName[29]                    = "Fire3_3_Swing";
stateSequence[29]                = "Fire3_1";
stateTransitionOnTimeout[29]     = "Fire3_3_Hit";
stateTimeoutValue[29]            = 0.5;
stateAllowImageChange[29]        = false;
stateWaitForTimeout[29] = true;

stateName[30]                    = "Fire3_3_Hit";
stateSequence[30]                = "Fire3_2";
stateTransitionOnTimeout[30]     = "Ready1";
stateTimeoutValue[30]            = 0.5;
stateFire[30]                    = true;
stateAllowImageChange[30]        = false;
stateScript[30]                  = "onFireStrong";
stateWaitForTimeout[30] = true;

stateName[31]                    = "Fire3_2_Swing";
stateSequence[31]                = "Fire3_1";
stateTransitionOnTimeout[31]     = "Fire3_2_Hit";
stateTimeoutValue[31]            = 0.3;
stateAllowImageChange[31]        = false;
stateWaitForTimeout[31] = true;

stateName[32]                    = "Fire3_2_Hit";
stateSequence[32]                = "Fire3_2";
stateTransitionOnTimeout[32]     = "Ready1";
stateTimeoutValue[32]            = 0.3;
stateFire[32]                    = true;
stateAllowImageChange[32]        = false;
stateScript[32]                  = "onFireMedium";
stateWaitForTimeout[32] = true;

stateName[33]                    = "Fire3";
stateSequence[33]                = "Fire3";
stateTransitionOnTimeout[33]     = "Ready1";
stateTimeoutValue[33]            = 0.35;
stateFire[33]                    = true;
stateAllowImageChange[33]        = false;
stateScript[33]                  = "onFireFast";
stateWaitForTimeout[33] = true;

};
« Last Edit: November 04, 2013, 09:27:33 PM by Deadzone »

I think you ran over the maximum amounts you can have for states, which is 32 iirc

I think you ran over the maximum amounts you can have for states, which is 32 iirc
I thought there was a maximum; I had reduced the number of states and it worked just fine.

Sequences are animations

Can you also comment your code when it looks like this.
(Hypocrisy, I know :/)

Sequences are animations

Can you also comment your code when it looks like this.
(Hypocrisy, I know :/)
OMG! I didn't notice that I had named the sequences like that. Though while it still doesn't work; I'll need to be more careful next time.
« Last Edit: November 05, 2013, 09:43:43 PM by Deadzone »