start and stop animation

DookiDooki Member Posts: 247
edited November -1 in Working with GS (Mac)
Whew, just got back from vacation and I feel that I need to relearn GS all over again! Bummer.

OK, so my actor is in top view.
-I have it set up so he moves to the location I click.
-I have the animation for walking, however, when he arrives at the tapped location the walking animation continues (walking while stationary).
-I want the animation to stop when the actor stops, and then start again when he move again.
-I have a ping file for "standing" mode but I don't know how to swap this with the animation when he stops moving.

Q: What's the set up to turn on the off the animation when the actor is NOT moving?

Thanks!

Oh, and I have searched the forums and found a thread on stopping an animation when the actor hits a wall. Mine is a little different. Thanks again.

Comments

  • design219design219 Member Posts: 2,273
    You have some action that tells your actor when to stop, and another when to go, so you just need to create a boolean attribute called "walk" and switch it to true when he is moving and false when he is not.

    Then, in your actor, put the animation in a rule that only works when "walk" is true.

    _________________________

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  • DookiDooki Member Posts: 247
    Hey thanks design219.

    Actually my setup for movement is a self targeting X,Y. There is no action to tell it to stop. Will your advice still for this? Thanks.

    [IMG]http://i25.tinypic.com/zyemag.jpg[/IMG]
  • DookiDooki Member Posts: 247
    ...dang, I can't figure out how people are embedding images in threads.
  • chosenonestudioschosenonestudios Member Posts: 1,714
    image
  • chosenonestudioschosenonestudios Member Posts: 1,714
    Designs method should work for that too.
  • DookiDooki Member Posts: 247
    Thanks.
    Hey, how did you get my image to embed?
  • DookiDooki Member Posts: 247
    OK, let's see if I have this correct.

    - I created a game boolean attribute (Walking)
    - In my actor I put the animation into a rule that says: When Walking is true: run animation.

    Q: So how do I go about setting up "when Walk is false?" I mean, do I then create a new rule that when Walking is false: no animation? If not a new rule, am I adding this to the "Otherwise" tab?
    Thanks!
  • DookiDooki Member Posts: 247
    So I created this attribute as a separate rule. Should I have incorporated it into my movement rule? (see image above)

    As is, being a separate rule, my actor just appears as a white block.

    Lastly, I still don't understand how to set up the Walking=false.

    Thanks!
  • DookiDooki Member Posts: 247
    anyone?
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