THN related question
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Does anyone know if its possible to inherit object defintions in THN files?
In particular I have a thn file which places an animated game object into a scene (which is working fine) but I want to trigger the animation event from a different THN file.
So with other words File A places the object into the game and File B should start the animation of the object.So far I could only get the animation to work if object and event were part of the same THN script. However, I want to separate those because the game object should be visible all the time while the animation only should only be triggered when specific events happen (that requires to have 2 script files).
Personally I believe that its not possible but maybe I have overlooked something.
any ideas?
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If it is something in the background (like the asteroids outside the bar windows) then it could be redefined or made to look different from a different camera angle.
Or is it as simple as the ‘accept’, ‘decline’ when getting a bribe? Each elicits a different response from the patron.
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Maybe it will helps. My example: landing on Spruage:
http://www.youtube.com/watch?v=KUWP128b67EIn this script I have 3 different models:
1. planetscape model WITHOUT DOORS
2. animated doors number 1
3. animated doors number 2
On landing I spawn animated doors num 1 and activate animation on it. After animation ends I will move model to any not visible place.
On launching I spawn animated doors number 2 and run animation again.
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I was thinking about something similar but as soon the animated parts overlapped the parts of the original model it caused random crashes
Im not really sure why as this even happens without sur and collision detection.
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nope, i made sure that this isnt an issue
i guess i could try to remove the animated parts from the original model altogether and do some tests then
but even if this is working this cant be the final solution as i want the animated parts to be visible all the time