Animation frame triggers broken/unfinished?

Scripting questions, discussions, etc
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Duion
Posts: 1602
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue May 19, 2020 3:21 pm
Yeah you are a true genius:

https://www.youtube.com/watch?v=f2GrCvuYvzo

In reality you just made things worse, now that you cannot skip or cancel the animation, pressing that button in certain situations like a battle, which occurs like all the time in a battle game can mean certain death and you will have to make a lot of functions to cancel out a lot of stuff, since gamers can be very creative to circumvent your measures, I mean it is not that professional game developers have not come up with things like you came up with, but gamers still managed to break it.
Sir_Skurpsalot
Posts: 52
Joined: Tue Jan 28, 2020 6:32 pm
by Sir_Skurpsalot » Tue May 19, 2020 3:41 pm
It's a good function. You always have to bitch, don't you?
Duion
Posts: 1602
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue May 19, 2020 3:59 pm
I'm a hardcore gamer and I just tell you what is hardcore annoying as a gamer and what you describe is one of those things. I'm just telling you that you are opening a can of worms. I cannot reach the developers from those mega corporations, but I can try reaching smaller developers from committing such atrocities.

And it is not just my opinion, I was showing you a comedy clip of what almost every gamer knows about and knows that it is stupidly annoying.
fLUnKnhaXYU
Posts: 158
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Wed May 20, 2020 2:36 am
Sir_Skurpsalot , THX
engine/source/t3d/player.cpp is where you will find the footprint stuff, around line 3949.
Sir_Skurpsalot
Posts: 52
Joined: Tue Jan 28, 2020 6:32 pm
by Sir_Skurpsalot » Wed May 20, 2020 3:58 pm
No problem fLUnKnhaXYU
Azaezel
DEVGRU
Posts: 495
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Sun May 24, 2020 5:12 am
https://github.com/GarageGames/Torque3D ... 798839b5f1 not frame numbers per-se, but there's also that as a notion. to riff off of. effectively lets you trip stuff in sequence with callbacks in between. case in point from the wip game

function KrystalGateData::onBounce1(%this,%obj)
{	
    %pos = getWords(%obj.getSlotTransform(1),0,2);
    ServerPlayExplosion(%pos, MetalEXPBig);
    %obj.playthread(0,"bounce2");
}

function KrystalGateData::onBounce2(%this,%obj)
{	
    %pos = getWords(%obj.getSlotTransform(2),0,2);
    ServerPlayExplosion(%pos, BrickEXPBig);
    %obj.playthread(0,"bounce3");
}
Sir_Skurpsalot
Posts: 52
Joined: Tue Jan 28, 2020 6:32 pm
by Sir_Skurpsalot » Mon May 25, 2020 1:18 pm
Interesting, thanks
fLUnKnhaXYU
Posts: 158
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Mon May 25, 2020 9:24 pm
for the sake of less experienced interested reader (like me) , I would suggest that you study the relationship between player::oncollision (scripts/server/player.cs)and shapeBase::Pickup (scripts/server/inventory.cs) , player on pickup is written in the engine c++ while onInventory , onPickup are "invoked" in the torqueScript scripting code .
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