Enable Stepping Animation on Player (and still move)?

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Started by etto-ni 3 posts View original ↗
  1. So I've (sort of) set up an idle animation that plays (currently) after 3 seconds of inactivity via eventing. However, if I try to set a Move Route to turn on the Player's Stepping Animation, they can no longer move, even if Repeat Action and Wait for Completion are disabled and Skip If Cannot Move is enabled, effectively locking up the game.

    Here's the event page; it is a Parallel Process. I have tried placing Move Route just before the first Change Actor Graphic:
    BCBCh7f.png

    Please note that I DO NOT want the normal walking spritesheet to have the stepping animation when standing still. As a result, scripts like Victor's Character Control will not help.
  2. I introduced this concept in another thread recently, so here's a quick solution.

    Example
    step_while_idle00.PNG

    You have to keep in mind that a parallel process runs many times per second, so if you're adjusting any value or setting, you want to avoid as many unnecessary repetitions as possible. Basically I added a switch that prevents the move route command from repeating unnecessarily.
  3. Rinobi said:
    I introduced this concept in another thread recently, so here's a quick solution.

    Example
    View attachment 67832

    You have to keep in mind that a parallel process runs many times per second, so if you're adjusting any value or setting, you want to avoid as many unnecessary repetitions as possible. Basically I added a switch that prevents the move route command from repeating unnecessarily.
    Thank you! I'll implement this change and test it out.
    EDIT: It was a bit confusing to figure out how to merge the two at first, but now it works! Thanks again!
    aCA0ymZ.png