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Astart Astop Animation guide (Community)
Astart Astop Animation guide // Communitysw comitOct 23, 2004, 5:28pm
I was recently questioned on how some events in Sharman Caves Adventure
worked, so I wrote up this AAA guide to explain the concepts behind the code. Perhaps you or someone you know may find this useful. http://files.swcity.net/aaa_guide.htm - Comit just inOct 23, 2004, 10:07pm
Nice of you to make another resource, but most of your explanations are
wrong or misleading or have better alternatives. Your use of "astop" is incorrect and should be removed from all of your examples. "astop" is generally only useful to stop a running animation sequence - as in, an "off" switch. There is no such animation as ".". It causes aw browser errors. Better is a small named texture like "ac.", which also makes the triggers easier to find when they're underground. If for some reason you want the triggers visible and don't want the textured, you can assign the animate to a non-existant tag. If the sequence is to be triggered in the create stage, you must only have an "astart" in the create section of the first object in the sequence. A common error is putting astart in the create of every object. I put my demo of the full use and explanation of astart astop adone in AWSchool at 25N 40W 180 I rewrote your examples as follows: ------------------ manual start -------------------- rock1.rwx - create name targ1 wavspk.rwx - create name trig1, animate me ac. 1 1 0; adone move 10 name=targ1, astart trig2 wavspk.rwx - create name trig2, animate me ac. 1 1 1000; adone move 0 0 110 name=targ1, astart trig3 wavspk.rwx - create name trig3, animate me ac. 1 1 1000; adone move -10 name=targ1 button_g.rwx - activate astart trig1 ---------------- auto start --------------------------- rock1.rwx - create name targ1 wavspk.rwx - create name trig1, animate me ac. 1 1 1000, astart; adone move 10 name=targ1, astart trig2 wavspk.rwx - create name trig2, animate me ac. 1 1 1000; adone move 0 0 110 name=targ1, astart trig3 wavspk.rwx - create name trig3, animate me ac. 1 1 1000; adone move -10 name=targ1, astart trig1 ---------------- manual stop ------------------------ button_r.rwx - activate astop targ1 ---------------------------------------------------------- Regards, Justin [View Quote] sw comitOct 24, 2004, 1:03am
Ah your right, astop is the default command. I overlooked that, thanks for
pointing that out. As for using "."...*shrug* I guess browser errors should be avoided, though I and others have been using it without problem for years now. Saves text space at least. I'm not sure what you mean with the quote below because I listed that example in Method 2. Method 1 is slightly simplified though, as it doesn't require gears starting the next one in the sequence, since it fully relies on the delay. Aside from using unneeded "astops", I think saying it was wrong and misleading was a bit exaggerated :P > If the sequence is to be triggered in the create stage, you must only have > an "astart" in the create section of the first object in the sequence. A > common error is putting astart in the create of every object. > > I put my demo of the full use and explanation of astart astop adone in > AWSchool at 25N 40W 180 > > I rewrote your examples as follows: > > ------------------ manual start -------------------- > rock1.rwx - create name targ1 > > wavspk.rwx - create name trig1, animate me ac. 1 1 0; adone move 10 > name=targ1, astart trig2 > wavspk.rwx - create name trig2, animate me ac. 1 1 1000; adone move 0 0 > 110 name=targ1, astart trig3 > wavspk.rwx - create name trig3, animate me ac. 1 1 1000; adone move -10 > name=targ1 > > button_g.rwx - activate astart trig1 sw comitOct 24, 2004, 1:12am
just inOct 24, 2004, 2:31am
The "." causes "Warning: unable to download
objects.activeworlds.com/aw/textures/.jpg (file not found)". Technically then its not an error - its just annoying. When I first looked I didn't read all of your tutorial, and missed the desired goal of moving to one location, then from there to the next, and then on to a third. Thus I was overly critical and sorry about that. Apart from the "." thing, its all good now :o) Regards, Justin [View Quote] cienaOct 24, 2004, 5:41pm
thats is in a lot of worlds. i get that too in many world. its a bug i guess
or something [View Quote] lady nighthawkOct 26, 2004, 12:07am
it's been going on since 3.4, as was stated you can get around it by using
an actual jpeg texture like 0.jpg or black.jpg or whatever.jpg ... just don't leave it a . after animate me ( not: animate me . ) it should be something like animate me black.jpg then you won't get that error! LNH -- [View Quote] |