Dashus Posted November 12, 2005 Share Posted November 12, 2005 You'd think that after working on this bloody mod of our's for 8 months (!) we'd have figured out the whole animation thing. But apparently not. I'm trying to get a bunch of HK51's to activate and step forward sequentially. void main(){ int i = -1; object oHK51; vector hkPos; while( ++i < 10 ){ oHK51 = GetObjectByTag( "HK51deac", i ); DelayCommand( i + 1.0f, AssignCommand( oHK51, ActionPlayAnimation( ANIMATION_FIREFORGET_ACTIVATE ) ) ); hkPos = GetPosition( oHK51 ); DelayCommand( i + 2.0f, AssignCommand( oHK51, ActionMoveToLocation( Location( Vector( hkPos.x, hkPos.y - 2, hkPos.z ), 0.0f ) ) ) ); } } This code works randomly. Sometimes they'll work flawlessly and other times they mock me by doing absolutely nothing. Is there a specific animation I can play that will always work? Am I overloading the engine with this many delays? I've verified that all the units are valid (GetIsObjectValid) Link to comment Share on other sites More sharing options...
Darth333 Posted November 12, 2005 Share Posted November 12, 2005 The animation is fine. The problem seems to be with the delays. I just made a test and it works all the time with this (unfortunately the result is not the same): DelayCommand( 1.0, AssignCommand( oHK51, ActionPlayAnimation( ANIMATION_FIREFORGET_ACTIVATE ) ) ); hkPos = GetPosition( oHK51 ); DelayCommand( 2.0, AssignCommand( oHK51, ActionMoveToLocation( Location( Vector( hkPos.x, hkPos.y - 2, hkPos.z ), 0.0f ) ) ) ); I've tried a couple more things to get to what you want but the results are the same: the script seems to fire randomly Link to comment Share on other sites More sharing options...
Darkkender Posted November 12, 2005 Share Posted November 12, 2005 Could it be possibly caused by the location of where you are firing the script from. Such as a trigger that is too small or something. I have noticed in K1 and K2 that they rarely have more than 3 of the same utc characters spawned and controlled at the same time in the game. Frequently if they have more than 3 Sith in a scene they have more than one UTC type. So your hunch that it may be overloading the game engine may be correct. Try breaking your HK51's down into 3 seperate utc's to be cloned and controlled. That may be the solution to your problem or I could be all wet. Link to comment Share on other sites More sharing options...
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