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Topic: animation naming (Read 751 times)
DerpDerp
April 09, 2014, 01:21:04 PM
what do you name an animation when you first open the weapon, when it's in idle (idk), etc
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Port
April 09, 2014, 01:45:58 PM
You could name it "bacon", "sausage", "eggs", "spam", "lobster_thermidor_aux_crevett
es_with_a_mornay_sauce_garnis
hed_with_truffle_pate_brandy_
and_a_fried_egg_on_top_and_sp
am" or whatever else you might want to.
DerpDerp
April 09, 2014, 02:15:14 PM
what.
Port
April 09, 2014, 02:16:15 PM
What? I was suggesting some names as to what you could name them.
DerpDerp
April 09, 2014, 02:18:01 PM
nonono like, naming animations such as "Fire" and stuff
Port
April 09, 2014, 02:19:03 PM
Yes, name them whatever you want.
stateSequence[n]
in a
ShapeBaseImageData
state system specifies the name of the animation to play for a given state.
DerpDerp
April 09, 2014, 02:22:28 PM
statesequence is where you name the animation? wowe yay
Port
April 09, 2014, 02:25:00 PM
Quote from: DerpDerp on April 09, 2014, 02:22:28 PM
statesequence is where you name the animation? wowe yay
It's where you tell Blockland what name to look for. You name it in the model itself.
DerpDerp
April 09, 2014, 02:27:06 PM
Ok that's nice, so one more thing, how do you make it play the animation in the script when you first get the wep out
Port
April 09, 2014, 02:31:18 PM
State 0 is the starting state when the image is mounted.
stateSequence[0] = ...;
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