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Authentic dungeon switchs


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#1 Omega

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Posted 16 February 2017 - 09:30 PM

Some times they cycle, but other times they don't use the combo cycling and go instantly down or up. Is this not possible to fix?

#2 ZoriaRPG

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Posted 17 February 2017 - 01:21 AM

Some times they cycle, but other times they don't use the combo cycling and go instantly down or up. Is this not possible to fix?

 

Show me an example of your problem. A test quest, or a video with the symptoms, and your set-up is required.



#3 ShadowTiger

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Posted 17 February 2017 - 10:00 AM

This is in the Scripting forum. Are you using scripting for this? "Authentic dungeon switches" is a bit of a vague term, unless there's a script with that name that you haven't linked to. So I'll just have to assume that you're using combo cycling for everything here. It's something I'd do too. Combo Cycling can accomplish tons of stuff, but getting the animation just right is tricky.

There are times when I feel like the animation involved in Combo Cycling is random. After all the length of a combo's "cycle" only really is its animation. I've never had a lot of luck getting things to animate for exactly the length of time I want them to.

So what I do is force it. As long as have a sense of awareness of how a combo will cycle, for <x> amount of frames at <y> speed starting from <z> point, we should be okay.

So for each combo that you're cycling, try checking the "Refresh at screen start" checkbox or whatever it's called (Not at my computer to check.) within the combo's attributes box when editing it. That way we at least know it'll start from the beginning and not from the middle of the animation or something.

Also, space its animation out a lot. In the tiles page, it may be better to have the combos themselves control the animation rather than having 8 identical copies of a tile in the tiles page and setting the combo to animate for 8 frames at a speed of 4 or something.

I'd set up 8 identical combos animating for 2 frames for a speed of 4 or something. (Experiment around.) This way, you KNOW exactly how everything is animating. You can test for flaws that way, and no animation will start in the middle of a cycle rather than at the beginning like you wanted it to.

Sorry if this post is useless. It's the most I could think to say given that there's no screenshot yet or anything to work from.

#4 Avataro

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Posted 17 February 2017 - 10:45 AM

Set up an additional combo for them. To make a cycle always start from the beginning have the 1st combo instantly cycle to the 2nd combo, which is the barrier animation. This 2nd combo needs "restart animation when cycled to" checked.


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#5 Omega

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Posted 17 February 2017 - 10:59 AM

Set up an additional combo for them. To make a cycle always start from the beginning have the 1st combo instantly cycle to the 2nd combo, which is the barrier animation. This 2nd combo needs "restart animation when cycled to" checked.

But that script uses exactly 12 combos. The raised or lowered combos are set to cycle to the lower/raised animations and I have restart checked too. Not sure how to go about this when that script uses exactly 12 combos. Also sorry Shadowtiger the script is called Authentic dungeon barriers. I assumed it was popular enough to say switches instead of barrier, oops :P
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