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RF Grim Reaper   Posted 7th Mar 2009 8:05pm
L4Y Member
Post 794 / 902

I have a bit of a dilemma, I need an entity animation to be triggered, do its thing and when done not 'reset' ie it needs to hold it's last frame. The problem I have is I want the entity to be able to play other animations.
When I set 'hold last frame' in the play_animation event for the one I want to stop, it has no effect other than to cause any other animations after it to stop half way through.

For a bit of context: I'm wanting my Stargate to play 7 animations (chevrons locking) then for a 8th to be player-triggered (iris closing), the iris must then stay closed until the player tells it to open again (animation 9).

The first 7 work as they should, but I really can't seem to get the iris to stay closed, it always goes back to frame 1 when it's done.

Anyone's help is appreciated
Maps | Stargate MOD | Daves Place | Moddb Site    
RED-FROG   Posted 7th Mar 2009 8:09pm
L4Y Resident
Post 4278 / 5258

Hm, been a long time.
But you should try to play around with "Is Death" and...what was the other one?... Fade In/Fade out? Roll out? Fade out should be 0. (I know it's not fade out but you get the idea when you read it) (and I mean you have to set this while exporting the animations in RFBone)
"Is Death" will most likely do it, I'm not 100percent sure about it, but I think there is an example in the lego mod somewhere. There's a lot of animations playing after each other.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Mar 7th, 08:10pm by RED-FROG
RF Grim Reaper   Posted 7th Mar 2009 8:35pm
L4Y Member
Post 795 / 902

Ahh yes, I forgot about the ramping and death options.

Just tried ramping out of 0, it worked a little better in that it ended then flipped back to open rather than animating back to open.

Tried checking 'death' for the close animation didn't seem to have an effect, not sure if it would work if I killed the entity but then I can't do anything after that lol.
Tried removing the iris animation keys for the idle movement, thinking that it might be causing it to go to 'open' when idle plays but that didn't work either
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