standing animation cycling problem

The place to post your WML questions and answers.

Moderators: Forum Moderators, Developers

Forum rules
  • Please use [code] BBCode tags in your posts for embedding WML snippets.
  • To keep your code readable so that others can easily help you, make sure to indent it following our conventions.

standing animation cycling problem

Postby doofus-01 » November 30th, 2013, 1:17 am

This modified troll has a standing animation, which should be a flower circling around the troll continuously. But it doesn't do that, instead it:
1. Only cycles twice, then stops until you select the troll, when it cycles twice again.
2. It cycles before allowing the unit to move, causing an annoying delay
3. The animation fires during movement. It may be related to the select firing in #1, and may fire during other possible events as well.

Have I screwed something up (I'm not seeing it, but maybe) or is this a bug?

To see what I mean, replace your mainline Troll config file with the one attached.
Attachments
Troll.cfg
(2.56 KiB) Downloaded 29 times
Bad Moon Rising | Trinity(WIP) | Archaic Era | Tales of the Setting Sun(On Hold/Abandoned)
Available for BfW 1.10 but only actively developed for BfW 1.11/1.12
User avatar
doofus-01
Art Contributor
 
Posts: 2820
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: standing animation cycling problem

Postby Crow_T » November 30th, 2013, 1:50 am

it looks like you are trying to do this in a programmatic manner, have you considered brute-forcing it with image frames like in a flying unit for example, here is the gryphon:
Code: Select all
[standing_anim]
        start_time=0
        layer=60
        [frame]
            duration=150
            image="units/monsters/gryphon-flying-1.png"
        [/frame]
        [frame]
            duration=150
            image="units/monsters/gryphon-flying-2.png"
        [/frame]
        [frame]
            duration=150
            image="units/monsters/gryphon-flying-3.png"
        [/frame]
        [frame]
            duration=150
            image="units/monsters/gryphon-flying-4.png"
        [/frame]
        [frame]
            duration=150
            image="units/monsters/gryphon-flying-5.png"
        [/frame]
        [frame]
            duration=150
            image="units/monsters/gryphon-flying-6.png"
        [/frame]
        [frame]
            duration=150
            image="units/monsters/gryphon-flying-7.png"
        [/frame]
        [frame]
            duration=150
            image="units/monsters/gryphon-flying-8.png"
        [/frame]
    [/standing_anim]


or does this conflict with other plans/code?
User avatar
Crow_T
 
Posts: 756
Joined: February 24th, 2011, 4:20 am

Re: standing animation cycling problem

Postby doofus-01 » November 30th, 2013, 2:29 am

Hi Crow_T,

Thanks for taking a look. It's true, if I really wanted to make a flying-flower troll, there are other ways to do it, but it was just a simple example to get to the core of the trouble. I'm hoping to get this working in the spirit of the method I used.

(BTW, I should have said I'm using BfW 1.11.7.)
Bad Moon Rising | Trinity(WIP) | Archaic Era | Tales of the Setting Sun(On Hold/Abandoned)
Available for BfW 1.10 but only actively developed for BfW 1.11/1.12
User avatar
doofus-01
Art Contributor
 
Posts: 2820
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: standing animation cycling problem

Postby Crow_T » November 30th, 2013, 10:27 pm

I'm no pro, but it seems like duration has no effect. I messed with this a bit, can't figure it out.

From my 3D animation experience you want to take the end frame out- for example in a 30 frame walk cycle you duplicate the first frame to the last one, but when cycling you only use 1-29. I wonder if there is a repeated frame here that is messing things up (I don't understand the code for that part.) :hmm: Should durations be 0-500 one way then 501-1000 the other? I tried that but it didn't work, I may have missed something.
User avatar
Crow_T
 
Posts: 756
Joined: February 24th, 2011, 4:20 am

Re: standing animation cycling problem

Postby doofus-01 » November 30th, 2013, 11:17 pm

Yeah, the timings would be a likely place for me to have made a mistake, but if I copy&paste all stuff from the flower to the main sprite frame, it works as I expected.
Code: Select all
    [standing_anim]
        start_time=0
        cycles=true
        offscreen=false
        x=55~50:50,50~0:200,0~-50:200,-50~-55:50,-55~-50:50,-50~0:200,0~50:200,50~55:50
        y=-45~-30:500,-30~-45:500
        [frame]
            image=units/trolls/grunt.png
            duration=500
        [/frame] 
        [frame]   
            image=units/trolls/grunt.png
            duration=500
        [/frame] 
        #    flyball_start_time=0
        #    flyball_x=55~50:50,50~0:200,0~-50:200,-50~-55:50,-55~-50:50,-50~0:200,0~50:200,50~55:50
        #    flyball_y=-45~-30:500,-30~-45:500
        #    [flyball_frame]
        #        image=items/flower3.png
        #        layer=79
        #        duration=500
        #        auto_vflip=no
        #    [/flyball_frame]
        #    [flyball_frame]
        #        image=items/flower3.png
        #        layer=38
        #        duration=500
        #        auto_vflip=no
        #    [/flyball_frame]
    [/standing_anim]


So, I don't think that's it. It does just look like xxx_frame stuff isn't working very well. I've filed a bug report: http://gna.org/bugs/index.php?21316
Bad Moon Rising | Trinity(WIP) | Archaic Era | Tales of the Setting Sun(On Hold/Abandoned)
Available for BfW 1.10 but only actively developed for BfW 1.11/1.12
User avatar
doofus-01
Art Contributor
 
Posts: 2820
Joined: January 6th, 2008, 9:27 pm
Location: USA


Return to WML Workshop

Who is online

Users browsing this forum: No registered users and 1 guest