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ok so i wanna know how to make your own enemy but when i place it it's invisible like i put a prop of it in there so how do i do this?

P#8154 2014-01-09 01:17 ( Edited 2014-01-20 02:06)

You need to put an animation in the monster object. Create a new animation object inside the monster object, and drag and drop the prop you made into the animation.

P#8155 2014-01-09 01:25 ( Edited 2014-01-09 06:25)

thank you so much bugglesman

P#8156 2014-01-09 01:29 ( Edited 2014-01-09 06:29)

Glad to help. See Zep's tutorial for a much more detailed explanation.

P#8157 2014-01-09 01:39 ( Edited 2014-01-09 06:39)

I am trying to swap out enemy animations with the use of modifier and host/random conditions
for some reason animation that is directly inside the monster lingers when modifier animation is been played. What am I missing?

P#8345 2014-01-18 20:24 ( Edited 2014-01-19 01:24)

I also changed the name of the both animations to be the same, but it's playing em both :(

P#8346 2014-01-18 20:28 ( Edited 2014-01-19 01:28)

Dont change the name, Change the name of the animation GROUP !
For instance the main body I call it BODY, so whenever I have to change the body I name my animation group BODY.

Check my map monster that have multiple animation if you want an exemple ( pig are a good one )

P#8347 2014-01-18 20:48 ( Edited 2014-01-19 01:49)

I could never figure out how to change animation group names either, so I use an 'idle' state. Set a 0 priority [parent: active] triggered modifier, set the group to something non-zero, and drop the idle animation in it. Set the group of every modifier within the monster to the same non-zero and they won't overlap. This way the idle state will be running until something of a higher priority is active. I primarily use it for walking animations, but you can get fancy and use it for whatever you'd like.

Oh, and make sure there is no animation directly inside the monster or it will always run.

For an example, open Metal Gear Voxel in the editor and take a look at the boss, Ocelot, in the NPCs folder.

P#8354 2014-01-19 13:23 ( Edited 2014-01-19 18:29)

I have animation right inside ALL my monster ( main animation ) Just change the group name, I'll come with a picture, you make this way more complicated then it should be !

SO like this Everytime your wings have to be modified just make the animation ground called: WINGS ( you can name this whatever you like, like: 3181289 or IPWNUMTFK )

P#8360 2014-01-19 16:43 ( Edited 2014-01-19 21:58)

Hmm. So you click on an animation and then click edit and the activation control window appears? That doesn't ever happen in my game. I just have empty space there... Which would explain why I could never figure out how to change animation groups.

P#8361 2014-01-19 17:24 ( Edited 2014-01-19 22:24)

Click the penci tool ? I dont know really, it should work properly mhh..

P#8362 2014-01-19 17:44 ( Edited 2014-01-19 22:44)

same here, I put my animations on modifiers to switch between them

P#8363 2014-01-19 17:45 ( Edited 2014-01-19 22:45)

I used to do this, but it's a pain ! aahah, try using the group name instead. way easier it SHOULD work and you SHULD see it.
Make sure you have the pencil tool selected like this.

I used 490 as a group here, since I saw 490 in zep tutrial I use it sometimes but you can use anything

P#8364 2014-01-19 17:49 ( Edited 2014-01-19 22:52)

well, how should I put this ironically:
it DOESN'T work since I CAN'T see it

P#8365 2014-01-19 18:20 ( Edited 2014-01-19 23:20)

This stuff will all be clearer in 0.2.10 (still crunching!) as it comes with a proper manual and is comparatively bug-free.

Some things to be aware of:

Animations didn't have activation controllers until 0.2.8 (before that, you had to put them inside a modifier), so if you can't see a 'TRIGGERED BY' field when the animation is selected, you might need to just update.

There is a horrible, HORRIBLE bug in 0.2.9, relating to the new group naming. If you type some text, it internally converts it to an integer (similar to how phone numbers can be expressed as text). Problem is, typing a zero in 0.2.9 would set the value to the text "0" rather than the actual integer zero. So, once you set a group, it's impossible to turn it back off without just making the item/modifier again from scratch, and it's impossible to see the difference.

@_@

Finally, yep -- animations are now only blocked by GROUP, not by NAME. Before 0.2.8 you would block animations by name (i.e. only only one animation with the same name could be shown at one time), but I changed this to be more consistent with modifiers and to give freedom for what you name the animations. (names should never effect behaviour of the objects -- it was a very hacky thing to do in the first place).

P#8366 2014-01-19 18:46 ( Edited 2014-01-19 23:46)

I got it to work thank you all...
I love you guys... :)
So the version I am using is V0.2.9
and my animations don't have "Activation Control" window :(
But I was able to put idle animation inside the monster/modifier and give it a priority 0 and a group name with changing Triggered by to parent and active and it worked I maybe making a short video tutorial on this later I'll post the link to it if you are interested in checking it out :) thx again all :)

P#8373 2014-01-19 20:55 ( Edited 2014-01-20 01:55)

it seems that you found some use to the parent trigger, I'm really looking foward to that tutorial! (I couldn't fin an use for it)

sorry for being harsh on the last comment, by the way.

P#8374 2014-01-19 21:06 ( Edited 2014-01-20 02:06)

How would i be able to edit or to make a different version of the enemies found in the "metadata" tab?

P#136190 2023-10-21 17:34

If you tell me what you have in mind maybe I can help you to build a monster from scratch. In Version 3.5b there are 7 monsters you can edit. Open cartridge in voxatron, go to objects, you will find monster folder there.
Let me know if you have questions.

Cart #monsters-0 | 2023-10-31 | Embed ▽ | No License

P#136709 2023-10-31 22:33

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