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View Full Version : Combo Animation Resetting



Joe123
07-09-2008, 06:46 PM
It appears that all combo animation is tied into an overall scheme, and when a combo first comes onto the screen, it doesn't always start at the beginning of it's animation, rather where it is in relation to all other combos.

Now, I'm sure this is great for some situations, but in my current situation it really isn't.
I'm changing the graphics of a free-form combo via scripting to make my player (which is Kirby, coincidentally), and currently my animations look awful, because they don't always start when I want them to.

Is there any way for me to rectify this?

Gleeok
07-10-2008, 12:00 AM
Use the checkbox labeled: "$%#*&". Can't miss it. ;)

[combo restarts ..something something.(In the editor)]

Joe123
07-10-2008, 03:00 AM
On Room Entry?
When Cycled To?

Neither of those seem appropriate, or work...

Gleeok
07-11-2008, 09:46 PM
That's the one.(when cycled too)


Here's the trick:

What you do is use a combo(with the first frame of animation) with speed 0, frames 0, then cycle that to the combo you really need to use with "restarts when cycled to" box checked. That's the trick I use for combos that require delicate timing, such as floor spikes for example. It appears wrong in preview mode but works perfectly in the player.

Joe123
07-12-2008, 05:06 AM
Ah, I just made all the combos for each frame up in the editor and changed them with a timer in the script :shrug:

Thanks though, I'm sure that'll be useful in future.