RGSS3 - VE CharacterControl - cannot animate player?

Discussion in 'RGSSx Script Support' started by ekhartpl, Jul 9, 2019.

  1. ekhartpl

    ekhartpl Veteran Veteran

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    I just can't get my head around using this script. I *think* I do everything correct, comparing to both readme and some examples online, but it doesn't seem to work at all. Here's the script. I'm also using Multi Frames and Diagonal Movement by him.

    I'm trying to make the player character kneel when resting at a camp. The event has this comment in (on action button):

    Code:
        <actor add pose>
        id: 0 name: "[kneel]"
        lock
        frame: 3
        </actor add pose>
    And character's name is `$MainChar_M1[f8][kneel].png`, which should work. But it doesn't - character doesn't animate as shown here on that gif. I really don't know if I'm doing something incorrect or what.

    Using
    Code:
    <actor change pose>
    or setting an ID to 1 doesn't work either. Help, anyone, please?
     
    #1
  2. ShadowDragon

    ShadowDragon Veteran Veteran

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    I think you need
    Code:
    <actor change pose>
    id: x (i think this is the actors ID which most database start at 1)
    name: pose suffix  (if its in [ and ]  you have 2 of them so either [f8] is the first one it takes)
    lock
    speed: x (bigger is faster)
    frame: (amount of frames)
    </actor change pose>
    
    I think add will add the pose and change, change it pose
    you also need to clear after it used.

    Now i dont know speed is used but you can try. Each on its on line
    you can also try as name "kneel" instead of [kneel] but i dont have VXA.
    also be sure to have VE engine installed :)
     
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  3. ekhartpl

    ekhartpl Veteran Veteran

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    I tried all of those: adding [f8] before pose, removing bracket, changing actor id (in case it uses database IDs, as main character can be any from 1-6), even tried animating a separate event, with animation I triple checked exists in files - nothing works. It seems that whenever I use the command, it defaults to main sprite instead of animating (as if the files didn't exist). Which is weird, as those files 100% exist - I even temporarily changed walking suffix from [wlk] to [kneel], and it did work.
     
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  4. ShadowDragon

    ShadowDragon Veteran Veteran

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    can you screenshot the event?
     
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  5. ekhartpl

    ekhartpl Veteran Veteran

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    [​IMG]

    First page is just "play SE, self switch A on"
     
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  6. ShadowDragon

    ShadowDragon Veteran Veteran

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    you have id: x name: instead of
    id: x
    name: [suffix]
    speed: is 1 number as in the Autonomous movement (1-5)
    other than that, I have no idea.
    but you can try to do it in the rest section though instead of above?
     
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  7. ekhartpl

    ekhartpl Veteran Veteran

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    I couldn't fit them in separate lines in one comment command.

    Although, I did some digging, testing. Started a second, new project, moved just Victor's scripts and tried it - worked. So one of the scripts was clashing with that script. After more digging, removing and readding all scripts I found the culprit - Galv's Move Route Extras script wasn't working well with VE Character Control, so it had to go :(

    But now it works (although, as I thought, to animate player I need to set ID to 0, not 1). Thanks for the help though
     
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  8. ShadowDragon

    ShadowDragon Veteran Veteran

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    im glad you found the culprit. but sometimes if you move a script above or below the other might work normally.
    but also to turn them temp them OFF to see which is conflicting.

    good luck on your project :)
     
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