StateAllowImageChange
by Tim Heldna · in Torque Game Engine · 08/18/2006 (10:50 am) · 1 replies
Hi,
stateAllowImageChange
stateWaitForTimeout
RE the weapon state system.
Anyone else noticed that setting the two above values to either true or false has no affect?
If a state has a TimeoutValue specified, shouldn't I be able to use one or a combination of those values listed above to force the image into another state if another state is called?
E.g.
That would cancel playing the reload animation if the fire state was activated (even before the 0.8 TimeoutValue is reached).
Anyone else having the same problem?
- Tim
stateAllowImageChange
stateWaitForTimeout
RE the weapon state system.
Anyone else noticed that setting the two above values to either true or false has no affect?
If a state has a TimeoutValue specified, shouldn't I be able to use one or a combination of those values listed above to force the image into another state if another state is called?
E.g.
// Play the reload animation, and transition into stateName[5] = "Reload"; stateTransitionOnNoAmmo[5] = "NoAmmo"; stateTransitionOnTimeout[5] = "Ready"; stateTimeoutValue[5] = 0.8; [b]stateAllowImageChange[5] = true;[/b] [b]stateWaitForTimeout[5] = false;[/b] stateSequence[5] = "Reload"; stateEjectShell[5] = true;
That would cancel playing the reload animation if the fire state was activated (even before the 0.8 TimeoutValue is reached).
Anyone else having the same problem?
- Tim
About the author
Torque Owner Tim Heldna
I noticed in shapeImage.cc stateScaleAnimation is set to true and not exposed as an adjustable parameter through script.
Is there a reason for this?
I added it to initPersistFields(), therefore allowing me to alter the value through script and haven't noticed any problems.
- Tim