Jump to content
Sign in to follow this  
IceFLYER

Any way to undo a switchMove cycle when joining

Recommended Posts

I have 3 individual ungrouped units that eventually join the PLAYER.

The 3 units as it stand have a unique animation so as to give them that cool look pose. Unit 1 is named xx1, unit 2 is xx2, and unit 3 is xx3.  Each unit have 1 MOVE WAYPOINT and 1 CYCLE WAYPOINT that are practically on top of the unit. In the MOVE WAYPOINT for each of the 3 units is placed it anmiantion code as follows:

xx1 switchMove "stand1"

xx2 switchMove "stand 10"

xx3 switchMove "stand4"

With these anmiation and the MOVE & CYCLE WAYPOINTS the units can stay within ther animation pose.

Now come the join part.

For these 3 units to join the PLAYER I've place in one of the PLAYER's waypoints the line:

[xx1] join PLAYER; [xx2] join PLAYER; [xx3] join PLAYER

(((this also works in a trigger too)))

So what happens next is what is supposed to happen. The 3 units join PLAYER, except the 3 units are stuck in their animation pose.

PLEASE NOTE: that oddly enough setting this scenario up to have all the above mentioned events to take place say within the first minute of the game work fine (the units join and act normal ,their animation pose and cycle undone)  but this particular scenario of mine plays out about 90 minutes into the mission and the units just stay in their animation pose but are joined. Telling them to return to formation does nothing.

...perhaps it takes more and more time for a cycle waypoint to be broken via a join over a longer period of time than say a short period of time?huh.gif

...I have removed all autosave spots as I think maybe this might be casuing it?huh.gif I did not test this yet.

Any insight, tips tricks, ideas wanted. Thanks!

---IceFLYER

Share this post


Link to post
Share on other sites

Try this after joining:

xx1 switchMove ""

xx2 switchMove ""

xx3 switchMove ""

Or if that doesn't work:

xx1 playMove "Stand"

xx2 playMove "Stand"

xx3 playMove "Stand"

Share this post


Link to post
Share on other sites

hate to break your heart metal heart (that's gotta be tough) but the unit did try...they joined and then about 5 seconds later activated the switchmove "" and the stood up and then about 4 or so seconds into it they went righ back to their poses...

For some reason it's keeping the move and cycle waypoints intact for the units. But oddly enough it works fine in other instances with the same setup.

Maybe there is a way to script the animation loop and also a way to exit the script, or stop a script from continung to loop.

Thanks though!

I'll keep experimenting. The autosave theory is a bust too.

crazy_o.gifpistols.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]hate to break your heart metal heart (that's gotta be tough)

Yes... I'm absolutely devastated sad_o.gif

Ok, the problem is the cycle waypoint, not the animations, I should've read the original post instead of just resting my eyes over it for a second or two.

What I would do is put the animations into a script and exit & clear animations when the joining happens. By the way, you could join the units like this: [xx1, xx2, xx3] join PLAYER

If you must use the waypoints, make a switch type trigger that activates when the units join player, synchronize it with the cycle waypoint. After the cycle waypoint, have a single move wp or something right next to it. That should end the cycle.

Share this post


Link to post
Share on other sites

Do this one <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[S1] SwitchMove "FXStand"

Hopin` it werks. xmas_o.gif

Share this post


Link to post
Share on other sites

You need to break the cycle as Metal Heart mentioned above.

Also you could change the join procedere (but it's no must):

With this wayoint of the player where you originally make the

join commands for the guys, just activate a trigger (maybe by

making summit like: join_player = true).

Now have a switch trigger with condition: join_player

Syncronize this trigger with the cycle waypoints.

After the cycle waypoints give them guys a: join

waypoint and give the player as next waypoint a: join and lead waypoint.

Now syncronize the join waypoints with the player's join and lead waypoint and all should be fine.

~S~ CD

Share this post


Link to post
Share on other sites

to all 3 of you ... I am taking notes!

Tried the Metal Heart method and got no love...well, it did and didn't actually did work, but with a 5 minute delay and I may have actually read what you said wrong haha.

It's too much to say but here's the run down

NOTE:

*xx1 and xx2 units have identical layout below

*(for reasons, xx3 unit now has no animations is only doing pure move waypoints)

NEW LAYOUT of xx1 and xx2:

1st WP is a move WP

2nd WP is a cycle WP

3rd WP as a move WP

ALL ARE BASICALLY ON TOP OF THE UNIT

WP 1 (move) has the animation in it's activation

WP 3 (cycle) is synchro'd with the SWITCH TRIGGER

SWITCH TRIGGER is activated by player immediatly upon entering it

xx3 has a 1st move WP stating to wait 5 minutes and then

a 2nd move WP with no delay and having the join event taking place with the activation field being:

[xx1] join PLAYER; [xx2] join PLAYER; [xx3] join PLAYER(((haha or your guy's short cut)))

(((I also added 2 other units just standing around that join)))

They all join.

Oddly though the xx1 and xx2 units take about 5 minutes to join.

PERHAPS THIS IS THE TIME EQUAL TO THE TIME IT TAKES

TO MAKE THE JOIN EVENT HAPPEN AFTER SWITCH TRIGGER ACTIVATION???

Anyways I did not follow directions..... oops... will try all 3 methods, Agent J, C Death, and Metal Heart. Thanks! Don't stay up too late on this! (oh wait, I was talking to myself haha!!!wink_o.gif Thanks again!

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×