Author Topic: MODULE: Animation Run Script v1.0  (Read 2279 times)

Janik

  • (Working on a RON game (sort of) )
    • I can help with play testing
    • I can help with scripting
MODULE: Animation Run Script v1.0
« on: 17 Nov 2006, 03:35 »
Hi everyone, this is my first (public) AGS Module.

Download here
Mirror (Thanks Candle!)

It gives you the ability to run a particular script on a given frame of an animation. I wrote it to address this in the bug tracker. I thought it might be useful (plus Wintermute has it, so AGS should too  ;D ).

Please let me know if you find any bugs!


// ************* AGS MODULE: Animation Run Script *************
//
//    This module allows you to run a piece of script on specific frames
//   during an animation of a character or an object.
//
//   Example uses:
//      * Make a blinking light change the tint/light level of the player.
//      * Say you have a trap like rotating knives. You can check for contact
//         with the player and inflict damage/kill him.
//      * Play more than one sound on a specific frame of animation.
//
//   Usage:
//      In game_start, insert calls to ars_AddCharacter (see below).
//      In "Enter Room (Before Fadein)", insert calls to ars_AddObject (see below).
//      Edit the ars_RunScript() function and put in your code.
//   
//


« Last Edit: 16 Mar 2007, 10:23 by strazer »
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Scorpiorus

  • 100101101010b
    • Scorpiorus worked on one or more games that won an AGS Award!
    •  
    • Scorpiorus worked on one or more games that was nominated for an AGS Award!
Re: MODULE: Animation Run Script 1.0
« Reply #1 on: 17 Nov 2006, 07:45 »
Nice work with the module :)

I noticed you use GPL license for it, was that intentional? Because that effectively means they must release the source code of their project to use your module.

There is LGPL to work for libraries/modules but, strictly speaking, it won't make much of a difference in this case, as users are supposed to alter the module code to add their scripts in there.

There are alternatives though:
http://www.opensource.org/licenses/mit-license.php
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=27723.msg352445;topicseen#msg352445



EDIT:

I just copy/pasted the license from the AGS guidelines:
http://americangirlscouts.org/agswiki/Module_programming_guidelines

Ah, yeah the guidelines document on the AGS Wiki page hasn't been updated yet to reflect new suggestion in regards to GPL (and sometimes even LGPL) is not really being practical for AGS modules.
« Last Edit: 21 Nov 2006, 06:30 by Scorpiorus »

Janik

  • (Working on a RON game (sort of) )
    • I can help with play testing
    • I can help with scripting
Re: MODULE: Animation Run Script 1.0
« Reply #2 on: 17 Nov 2006, 22:39 »
I just copy/pasted the license from the AGS guidelines:

http://americangirlscouts.org/agswiki/Module_programming_guidelines

and did not read it (as I hate legal mumbo jumbo ;D ).

I think I'll use the MIT License instead, I don't really care what people do with the code...

Edit: Ok, I've changed to the MIT License in version 1.0a.
« Last Edit: 18 Nov 2006, 01:36 by Janik »
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