See through like a ghost.

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

What's with these commands:
The docs wrote: FadeIn(float Time, float Alpha );

Increase the alpha of the actor from its present value to Alpha in Time seconds. The next action is executed only after the alpha value is reached. If the pawn has a weapon actor attached its alpha is taken from the current alpha of the pawn actor.

FadeOut(float Time, float Alpha );

Decrease the alpha of the actor from its present value to Alpha in Time seconds. The next action is executed only after the alpha value is reached. If the pawn has a weapon actor attached its alpha is taken from the current alpha of the pawn actor.
Do they have the same problem? (anims not working). I never got the SetAlpha to work, strangely.

You could use FadeOut(1.0,128) in the Setup order of the script to see if this works.
Everyone can see the difficult, but only the wise can see the simple.
-----
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

As strange as it sounds I am glad that it is not just me that has this issue.

That means that I am no more insane then I was yesterday.

I can still do the game the way that I want to. I just won't have ghosts that can be seen through or that can walk through walls. That would make them something other than your run of the mill ghosts, but can't imagine what.

Just one more thing to make you say Hmmmmmm.....
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

Is it possible to slow the die animation down so that it doesn't happen so fast?

Im using the genericmelee.s to run the actor.

I just figured it out. It has to be done the hard way. I just recreated the animation with more frames.

Now I wonder whay my injury sound isn't playing when I shoot the enemy.

Code: Select all

PlayAnimation(PAIN, true, "injury1.wav");
Is that correct?
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
User avatar
bernie
RF Moderator
Posts: 1249
Joined: Tue Nov 15, 2005 10:07 am
Location: Ireland

Post by bernie »

Yes jay I use that for my ghost
Spawn[()
{
Console(true);
BoxWidth(10);
BoxHeight(10);
FadeOut( 0,128);
NewOrder("Init");
}]
Works well
To slow down animation to half speed use
AnimationSpeed(0.5);
PlayAnimation("Your_animation", true, "");
in your script

And yes if the pain animation works the sound should work if you have that .wav file in your audio directory.
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

Code: Select all

AnimationSpeed(0.5); 
PlayAnimation("Your_animation", true, ""); 
That did the trick slowing the animation down. Thanks a ton!

Indeed I do have the wav file in the audio directory. The animation plays just fine but the sound doesn't. I think that is really strange.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
User avatar
steven8
RF Moderator
Posts: 1489
Joined: Wed Aug 24, 2005 9:08 am
Location: Barberton, OH

Post by steven8 »

All right! Many heads are better than one!
Steve Dilworth - Resisting change since 1965!
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

Unfortunately all I know at this point is that it should be working but it isn't.

I wish I knew more about scripting. I learn a little when I can.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
Post Reply