Comments (8)
What's ugly about it?
from fo1in2.
Well, the obvious position-teleport when you enter the map via Morpheus. He is teleporting right in your face.
from fo1in2.
Sorry, I don't remember the location that well. Teleport isn't obvious to me from screenshots. Is there no actual "stand-up" animation, just an instant switch from one to another?
from fo1in2.
Yes, it looks exactly like in my screenshot above. Enter the location and Master is dislocated. Script runs "animate_stand_obj(self_obj)" and after two or three seconds, the Master sits in correct position.
I don't know why this transition takes so long. I'm assuming it's an idle animation that first has to play through. I've tried setting a frame directly, and avoiding the animate_stand_obj(), but that didn't really change a thing.
Basically... no idea why this happens. Fiddling with the graphic files directly wasn't working either. Maybe a possible workaround is to make completely new frames with fixed size and 0,0 offsets. But I didn't want to go that far now.
from fo1in2.
Strange, I vaguely remember seeing him standing up, but I could be mistaken.
Well, worst case, you can just copy standing animation to idle, so that they are the same...
from fo1in2.
Ok, as always the solution to mankind's problems was fairly simple.
The thing with animate_stand_obj() is that it apparently plays the full animation before something happens... usually because you want to play the full "stand up" animation for the critter before the game continues with anything else.
So what I did now was to remove that and replace it with a generic animation call...
reg_anim_clear(self_obj);
reg_anim_begin();
reg_anim_animate(self_obj, ANIM_stand, -1);
reg_anim_end();
... because that one doesn't have the critter wait until it plays till the end, it happens instantaneously.
Result: Master gets moved to his correct position right on the first frame and thus the issue is solved.
from fo1in2.
That was quick :D
from fo1in2.
Well, wish I had thought of that before spending hours on shifting offsets in frm files.
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