13.02.2018, 03:38
@Pottus ; That's a great idea (again). I will think about it.
@Giacky ;
Hey, thanks for giving a lot of suggestions but I have few questions:
Can you explain further your idea about this?
That one too, I don't understand at all what do you mean.
What I actually made is a sound can be played near (depends of codes) an actor's positions.
- I will add an option to fix this bug/avoiding crash when invalid animation library is provided.
- That's not an actor related issue. Before stream-in an actor, you need to apply the animation on the player. This issue is exactly the same as ApplyAnimation.
@Giacky ;
Hey, thanks for giving a lot of suggestions but I have few questions:
Quote:
Код:
ToggleActorAnimationLoop(actorid, bool:status); |
Quote:
Код:
SetActorArea(actorid, range=ACTOR_MAX_TRIGGER_AREA); no trigger zone when actor created. if range 0.0, no trigger zone (destroy area if exists). Код:
GetActorAreaState(actorid, &bool:state); OnPlayerEnterActorArea(playerid, actorid); OnPlayerExitActorArea(playerid, actorid); |
Quote:
PlayActorSoundForPlayer(actorid, soundid, duration=0.0);[/CODE]
sound played at actor pos. if playerpos > range of 20, no sound played. duration: duration before stopsound (some soundid are looped) |
Quote:
Код:
ApplyActorAnimation : - Passing an invalid animation library in ApplyAnimation causes a client crash for streamed in players. FIX: Block ApplyActorAnimation when an invalid library is passed. -First time a library is used, it does nothing. FIX:Apply animations twice when first using a library. |
- That's not an actor related issue. Before stream-in an actor, you need to apply the animation on the player. This issue is exactly the same as ApplyAnimation.