Category | Farming Simulator 2009 |
Created | 21.06.2009 19:13 |
Julian Schlüter (Unknown) | 21.06.2009 19:15 |
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Hello My problem is: How can I script a frontloader animation that when I pess a ky the animation start and when i the key unhand the animation stop |
Matthias B. (Unknown) | 22.06.2009 13:44 |
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Hi, just use: function yourFileName:update(dt) if InputBinding.isPressed(InputBinding.YOURBINDSETINMODDESCFILE) then enableAnimTrack(charSetId, 0) -- this starts the animation end; if InputBinding.isPressed(InputBinding.YOURBINDSETINMODDESCFILE) then disableAnimTrack(charSetId, 0) -- this disable the animation end; end; this is only the use of the animation, look at the Frontlader.lua for more informations! |
Matthias B. (Unknown) | 22.06.2009 13:45 |
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note: this do only play the animation once time and didn´t move backward! |
Julian Schlüter (Unknown) | 22.06.2009 16:13 |
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hey Mxy.rlp thanks but how can I make that it move backward too? |
Julian Schlüter (Unknown) | 22.06.2009 16:23 |
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hey Mxy.rlp thanks but how can I make that it move backward too? |
Matthias B. (Unknown) | 22.06.2009 18:03 |
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setAnimTrackSpeedScale(characterSetId, 0, 1); -- should move forward i think setAnimTrackSpeedScale(characterSetId, 0, -1); -- should move backward i think i do not know it works or not (never tested) |
Julian Schlüter (Unknown) | 22.06.2009 19:52 |
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okay thank you very much |
Matthias B. (Unknown) | 22.06.2009 20:18 |
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does it works? |
Julian Schlüter (Unknown) | 22.06.2009 21:30 |
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oh i don't konow I script that a little bit different because I don't use InputBinding and I use more animations with counts so i sript it a little bit different. |
Matthias B. (Unknown) | 22.06.2009 21:54 |
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ok right! |
Michael Pillkahn (Unknown) | 23.06.2009 13:24 |
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I currently work on animation script and saving script. the status of animationscript is 95% by saving i have 2-3 bugs and one open misson there you must say only true(end of clip)/false(beginn) or keytime (somewher between start and end) |
Jim Panousis (Jimi540) | 28.05.2010 23:14 |
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Matthias, i used your script from your first post here but it didn't worked to me. But then i read the documentation again and i realize that i must use the getAnimCharacterSet function to get the number of the character set, to use it to the enableAnimTrack and disableAnimTrack functions. So, i wrote this code: at :load(xmlFile) function: ---------------------------- local forkId = Utils.indexToObject(self.rootNode, getXMLString(xmlFile, "vehicle.forkA#index")); self.forkA = getAnimCharacterSet(forkId); at :update(dt) function ---------------------------- if InputBinding.isPressed(InputBinding.TEST) then self.testmod = not self.testmod; end; if self.testmod then enableAnimTrack(self.forkA, 0); else disableAnimTrack(self.forkA, 0); end; But it didn't worked that either :( The animation is playing excellent in the Maya2008 and in the GE. Also i used the function getAnimCharacterSet in the GE and it returns to me the number 102. I run this: print(getAnimCharacterSet(95)); 95 is the Id of the component in the Attributes window. But in lua the: local forkId = Utils.indexToObject(self.rootNode, getXMLString(xmlFile, "vehicle.forkA#index")); returns the 12|0, because i put this at the .xml Any ideas whats wrong? |
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