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Indicators vs. Animations

PostPosted: October 20th, 2007, 9:25 am
by UnseenRage
Can an indicator (i.e. indi_play) start and stop an animation? If so, how?

Re: Indicators vs. Animations

PostPosted: October 20th, 2007, 10:59 am
by Cliff Cawley
UnseenRage Wrote:Can an indicator (i.e. indi_play) start and stop an animation? If so, how?


Depends on how you want to start it? Do you mean you want it to play an animation when it shows and stops when it gets hidden?

If so, then no, not currently. I'd have to add something specifically for this.

Currently its just an indicator. It simply shows and hides depending on some other state.

Cliff :)

PostPosted: October 21st, 2007, 12:19 am
by UnseenRage
Depends on how you want to start it? Do you mean you want it to play an animation when it shows and stops when it gets hidden?


Yeah, that was exactly what I was looking for.

Next question. Whenever I turn on an indicator (indi_play) with object function (alcashow) the indicator does not hide whenever the player pauses. Is that a limitation of turning indicators on and off using object functions? And is there a work around?

PostPosted: October 21st, 2007, 10:33 am
by Cliff Cawley
UnseenRage Wrote:
Depends on how you want to start it? Do you mean you want it to play an animation when it shows and stops when it gets hidden?


Yeah, that was exactly what I was looking for.

Next question. Whenever I turn on an indicator (indi_play) with object function (alcashow) the indicator does not hide whenever the player pauses. Is that a limitation of turning indicators on and off using object functions? And is there a work around?


Hmm that's possible. I'll have to look into this again when I've finished the skin engine code I'm working on. At one point it was impossible to control indicators because they simply overrode what you told them to do, but I think I changed that to allow you to hide and show them. Its most likely a bug if they don't continue to show and hide themselves thereafter.

Cliff :)

PostPosted: February 7th, 2009, 5:52 am
by Jikaru
indicator layers hide and show for me just fine, you could have a layer hide itself, and have another layer show that hidden layer using id() and modify() of course. A good way to think about the show/hide is that when clicking on the layer these modifies happen, and thats it they dont work on mouse over or activation...so as long as the steps and layers are proper it should work. I have a button that have 4 states, red, red_over, blue, blue_over (not the actual layer names) the red hides when pressed and the blue shows and vice versa. If this is what your were asking.

Edit: Doh I really should look at dates before i post lmao.

PostPosted: February 8th, 2009, 4:18 pm
by Cliff Cawley
UnseenRage Wrote:
Depends on how you want to start it? Do you mean you want it to play an animation when it shows and stops when it gets hidden?


Yeah, that was exactly what I was looking for.

Next question. Whenever I turn on an indicator (indi_play) with object function (alcashow) the indicator does not hide whenever the player pauses. Is that a limitation of turning indicators on and off using object functions? And is there a work around?


Ok, I just tried to reproduce this in the latest code (109) and I can't reproduce. It works 100%

Which version are you attempting this in? Perhaps it was broken. Does it work now in 109?

EDIT: Oh I see what happened here, Jikaru dug up an old post ;)

Anyway, are the things you raised here, UnseenRage, still a problem in the latest beta's?

Cliff :)

PostPosted: February 11th, 2009, 12:20 am
by Jikaru
Yea sorry about that, I wasn't looking at the date when I posted >.<

But all seems well in the latest build, mine work 100%.