Closed LORAY-guy closed 1 year ago
runHaxeCode('game.playerStrums.members['..key..'].playAnim("confirm", true);')
setPropertyFromGroup('playerStrums',key,'resetAnim',0)
Do i have to replace key by the name of the supposed pressed key ?
Do i have to replace key by the name of the supposed pressed key ?
"pressed"
for pressed and "static"
for idle anim
Ok, i had to replace 'key' with noteData % 4 for it to work, thanks a lot and one more thing, is there a way i could get the splash to work too ?
runHaxeCode([[ var strum = playerStrums.members[]]..noteData..[[]; if(strum != null) { spawnNoteSplash(strum.x, strum.y, ]]..noteData..[[); } ]])
I'm not very sure that it works but this would be the basis of what you ask for
Nah, doesn't work for what i'm doing, here's the entire script so you can see what i'm actually trying to go for :
local playing = false
function onUpdate()
if getProperty('gf.animation.curAnim.name') == "danceLeft" and getProperty('gf.animation.curAnim.curFrame') == 0 and playing == false then
characterPlayAnim('boyfriend', 'idle')
end
end
local stopAnimTimer = 0
local targetTime = 0
function onUpdatePost(elapsed)
-- end of "update"
setProperty('boyfriend.stunned', true) --stop boyfriend from hitting notes normally, and stops his animations from happening
mouseX = getMouseX('hud') - 25
mouseY = getMouseY('hud') - 50
noteCount = getProperty('notes.length')
for i = 0, noteCount-1 do
if getPropertyFromGroup('notes', i, 'mustPress') then
noteX = getPropertyFromGroup('notes', i, 'x')
noteY = getPropertyFromGroup('notes', i, 'y')
hitbox = 75
isSustainNote = getPropertyFromGroup('notes', i, 'isSustainNote')
if isSustainNote then
noteX = noteX - 30
else
noteX = noteX - 10
noteY = noteY + 20
end
if math.abs(noteX - mouseX) <= hitbox and math.abs(noteY - mouseY) <= hitbox and mouseY > -45 and mouseY < 100 then
addScore(350)
addHits(1)
noteData = getPropertyFromGroup('notes', i, 'noteData')
noteType = getPropertyFromGroup('notes', i, 'noteType')
if noteType == 'Hurt Note' then
characterPlayAnim('boyfriend', 'hurt', true)
else
if noteData == 0 then
characterPlayAnim('boyfriend', 'singLEFT', true)
runHaxeCode('game.playerStrums.members['..(noteData % 4)..'].playAnim("confirm", true);')
setPropertyFromGroup('playerStrums',(noteData % 4),'resetAnim',0.175)
playing = true
elseif noteData == 1 then
characterPlayAnim('boyfriend', 'singDOWN', true)
runHaxeCode('game.playerStrums.members['..(noteData % 4)..'].playAnim("confirm", true);')
setPropertyFromGroup('playerStrums',(noteData % 4),'resetAnim',0.175)
playing = true
elseif noteData == 2 then
characterPlayAnim('boyfriend', 'singUP', true)
runHaxeCode('game.playerStrums.members['..(noteData % 4)..'].playAnim("confirm", true);')
setPropertyFromGroup('playerStrums',(noteData % 4),'resetAnim',0.175)
playing = true
elseif noteData == 3 then
characterPlayAnim('boyfriend', 'singRIGHT', true)
runHaxeCode('game.playerStrums.members['..(noteData % 4)..'].playAnim("confirm", true);')
setPropertyFromGroup('playerStrums',(noteData % 4),'resetAnim',0.175)
playing = true
end
stopAnimTimer = 0
targetTime = stepCrochet * 0.001 * getProperty('boyfriend.singDuration')
end
if noteType == 'Hey!' then
characterPlayAnim('boyfriend', 'hey', true)
setProperty('boyfriend.heyTimer', 0.6)
characterPlayAnim('gf', 'hey', true)
setProperty('gf.heyTimer', 0.6)
elseif noteType == 'Hurt Note' then
if not isSustainNote then
setProperty('health', getProperty('health') - 0.15)
else
setProperty('health', getProperty('health') - 0.03)
end
else
if not isSustainNote then
setProperty('health', getProperty('health') + 0.023)
else
setProperty('health', getProperty('health') + 0.004)
end
end
removeFromGroup('notes', i)
setProperty('vocals.volume', 1)
break
end
end
end
stopAnimTimer = stopAnimTimer + elapsed
if targetTime > 0 and stopAnimTimer > targetTime then
characterPlayAnim('boyfriend', 'idle')
playing = false
targetTime = 0
stopAnimTimer = 0
end
end
Place that in the script folder, it works on any songs
Describe your problem here.
Is there a way to trigger certain animations from the player's notes without actually having to press a real note ? If not, do they have a name so i can try to play them using playAnim code ? (not the animations when you press in the void, the actual confirm animation)
Are you modding a build from source or with Lua?
Lua
What is your build target?
Windows x64
Did you edit anything in this build? If so, mention or summarize your changes.
No response