Pardon me if this is the wrong place to put this.
In my current game, all my characters have 50+ animation loops thus far and it got so complex I had to create a function for each animation so I could keep track of them properly. This has added a lot of coding to my project, but I figure that could be eliminated if we could name loops the same way we can name views.
For example, ifI have a character named Eli I named his view "vEli", which makes his view easy to refer to in script. But he has a jump animation which is loop 45 and I have to remember that number every time I want to make him jump. It would be nice to be able to name his loop "eliJump" (or something better) and refer to it like this:
cEli.Animate(eliJump, 4, eOnce, eBlock, eForward);
Is such a thing possible?
Happy Holidays!
-Dave
Wouldn't it be easier to have a vEliJump view? At least, that's what I do.
And Happy Holidays to you as well!
Wouldn't that add lots of unnecessary steps?
You'd have to change the view, then play the animation, and then change it back. I keep all the animation loops on the same view for that reason.
Ah, that's why!
You could try definitions, In the Global header:
#define jumpLoop 45
Oh yeah. I already do something similar, but having to do that for every single animation loop is a bit time consuming. It would save a lot of time to name those loops right from the View panel. By, for example, double-clicking on the loop number and a text field pops up.
I think it may be possible to make this on Editor-side only, which would result in same macro solution as Retro Wolf suggested, just automatically generated.
Sounds great to me! :) (nod)
Doesn't even need to be a popup box, just a box in front of the Loop... sweet if it gets done! (nod)