Moving Scenery?

dude_obj

Vault Senior Citizen
Moderator
I have this newspaper animation:

scnewsab_NW.gif


That's only the NW orientation. I made an FRM that has the six directions. I made an AA (stand) suffix and an AB (walk) suffix. Added it to critters.lst and tried to do animate_move_to_tile and it won't move! Any idea why that might be? I want to make these newspapers (and tumbleweeds) blow around the map. If anyone wants to try, the FRM for the newspaper is here. I discovered that a critter must have an AA (stand) suffix to even show up in the mapper, so if that one is copied to MANEWSAA.FRM there is both stand (AA) and walk (AB) animations;

I have this in critters.lst
manews,120

And I have this in the script:

variable starttile := 0;

procedure map_enter_p_proc begin
starttile := self_tile;
end

procedure critter_p_proc begin
if (not anim_busy(self_obj)) then begin
reg_anim_clear(self_obj);
reg_anim_begin();
animate_move_to_tile(tile_num_in_direction(starttile, random(0, 5), random(3, 10)));
reg_anim_end();
end
end

That same code makes other critters wander, and I can't see any reason why this one won't move. It animates but stays on the tile where it is placed. Any idea why? My newspaper won't walk! :lol:
Is there another way to make scenery move?
 
Hmmm... Being a n00b at all this take it for what it's worth lol

Have you tried setting it up on a timer?

Oh, and on another wild guess, does it have (or need) an AI and team assignment to work as a proper critter maybe?

Just taking stabs at stuff I'm beginning to somewhat understand here in case you happened to overlook something simple - the usual bane of programmers everywhere lol

-Wraith
 
Have you tried setting it up on a timer? Oh, and on another wild guess, does it have (or need) an AI and team assignment to work as a proper critter maybe?

Well I have a dozen other critters that move without a timer. The critter_p_proc is the "heartbeat" of the critter. It actually is like a regular timer, so I don't think that will make a difference. If you look at the code it says if I'm not animating right now, animate_move. The mapper created default settings for AI and team, and based on hundreds of other experiments, it doesn't matter what those are set to for moving. Those are only related to combat. I have tried various settings in the proto, and nothing makes it move. I'm baffled because this seems so simple. Something must be wrong with my FRM, because if I copy another critter's AA and AB to that name it moves.

Do I have this right ... the FRM should have orientations 0,1,2,3,4,5 where those are NE, E, SE, SW, W, NW. I had separate animated gifs, one for each of those directions. I used gif2frm to convert to frm then frmcat to concatenate them in this order.
 
It is program called GIF2FRM that convert even animated gif into frm
Anybody known how use it?
Is downloable from FMC in f2 tools section

I want make animated flag like this:
flag-anim.gif
 
Lich download frame animator it's much better.

Dude I think the problem is that the newspaper frm has no movement animation, it might be animated but all the animations take place in the same hex. Take a look at one of the critters walking animations, they start in one hex and finish in another.
 
You will need to download the latest version of Frame Animator to have scritp support. The last version I know of is 2.51.

You can get it here at NMA along with the scripts I made to speed up the process of creating the movement offsets (takes about 2 seonds instead of 20 minutes to make a critter move)
 
Thanks. By the time I checked, the 2.51 was not available for download yet (or I just couldn't see it).
 
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