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Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 21 Feb 2015, 19:17
by TurretBot
Mari0_Player wrote:
TurretBot wrote:
Mari0_Player wrote:Image
redownloaded Turret's Additional Love File to make sure it's the latest version and still
Image
you must be doing something wrong??????????????
Apparently. Redownloaded it 2 times and still doesn't work... neither does "Spawn enemy at places", "Change spriteset", "Animate to walk slow", or "Animate to run" though.
By any chance your Mari0 SE folder has lua in it? That would override the mod if you're using the .love version.

Also page 2.

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 22 Feb 2015, 19:07
by Mari0_Player
TurretBot wrote:
Mari0_Player wrote:
TurretBot wrote:
Image
you must be doing something wrong??????????????
Apparently. Redownloaded it 2 times and still doesn't work... neither does "Spawn enemy at places", "Change spriteset", "Animate to walk slow", or "Animate to run" though.
By any chance your Mari0 SE folder has lua in it? That would override the mod if you're using the .love version.

Also page 2.
Ah. Deleted the various .luas, and now it works perfectly. Thanks.

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 23 Feb 2015, 23:59
by TurretBot
Image
Breaking blocks with animations? Sure! Debris and sound optional.
Also, toggle gun.  And the 1-up? Spawn enemy animation. 

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 24 Feb 2015, 03:57
by mine209craft
Hi I made Escaping the prison yesterday so can I use that like that to break the prison bars in my mappack?

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 24 Feb 2015, 05:25
by MagicPillow
Unless your map is made with this mod, then you won't be able to.

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 24 Feb 2015, 06:01
by mine209craft
there is a way I can make the prison bars disappear

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 24 Feb 2015, 06:02
by mine209craft
MagicPillow wrote:Unless your map is made with this mod, then you won't be able to.
I know so if I did it for example the game will crash

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 25 Feb 2015, 05:55
by mine209craft
My map Escaping the Prison was made with Alesan99 entities

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 25 Feb 2015, 13:01
by Mr.Q.Marx?
Can you avoid posting more than once before someone else posts? You can use the edit button if you need to. It's the one that looks like a pen.
3 posts in a row with one of them as simple as 'ok' isn't ideal.
Also no then. You can't use this feature.

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 09 Mar 2015, 22:35
by TurretBot
Update 7!

Code: Select all

update 7
ADDED: Action - Respawn player X (like in multiplayer)
ADDED: Action - Destroy block at X,Y with sound/debris toggleable
ADDED: Action - Toggle gun (THX PRINCESSKILLER)
ADDED: Do X to player who triggered the animation
ADDED: Custom players, like custom enemies
FIXED: Intermissions again goddamnit
FIXED: Leftover intermission code caused Mapload not working
FIXED: Crash when there aren't enough player colors. (UNTESTED)
Now with custom players! Currently these are the properties available:

Code: Select all

{
	"cantswim": false,
	"customportalcolors": false,
	"bouncy": false,
	"width": 12,
	"heights": [12, 24],
	"duckthroughplatforms": false,
	"category": 3,
	"mask": [true, 
		false, true, false, false, false,
		false, true, false, false, false,
		false, true, false, false, false,
		false, false, false, false, false,
		false, false, false, false, false,
		false, false, false, false, false],
	"emancipatecheck": true,
	"speedx": 0,
	"speedy": 0,
	"maxrunspeed": 9,
	"maxwalkspeed": 6.4,
	"runacceleration": 16,
	"walkacceleration": 8,
	"gelmaxrunspeed": 50,
	"gelmaxwalkspeed": 25,
	"gelrunacceleration": 25,
	"gelwalkacceleration": 12.5
}
(Note that duckthroughplatforms doesn't actually do anything yet)

And there's a new option that affects a lot of animations. For all the player dropdowns there's now an option called "triggerer" which makes it affect the player who triggered the animation. However, this hasn't been tested with multiplayer for obvious reasons.

Also: I finally FINALLY fixed intermissions.

Re: Turret's Additional Animations/other (Make maps, hold enemies & more!)

Posted: 09 Mar 2015, 23:58
by Sky
TurretBot wrote:

Code: Select all

	"gelmaxrunspeed": 1,
	"gelmaxwalkspeed": 1,
	"gelrunacceleration": 1,
	"gelwalkacceleration": 1
Could you theoretically use these to turn propulsion gel into, say, ice gel?

Re: Turret's Additional Animations/other (Update 7!)

Posted: 11 Mar 2015, 01:22
by Squidish
Can't wait to try out custom characters! I suggest the throws fireballs whenever and can't jump too.

Re: Turret's Additional Animations/other (Update 7!)

Posted: 11 Mar 2015, 01:40
by mine209craft
I'm going to do something awesome with the mod

Re: Turret's Additional Animations/other (Update 7!)

Posted: 19 Jun 2015, 16:33
by Mari0_Player
Image
This is what happens whenever I right-click.

Re: Turret's Additional Animations/other (Update 7!)

Posted: 12 Aug 2015, 01:21
by Squidish
(Sorry about the bump)
Hey turret, by any chance could you make a condition that requires all triggers to be activated for the animation to work? Since you put in key is pressed, it would be great for doors, but because being at x location and key is pressed are two different triggers, it's not possible. so with the condition of all triggers being activated (at the correct location while pressing up), doors are completely functional. It would also be great for pipes in the same room or pressing the run button on a launch pad to start running really fast or something. Please consider adding this in.

Re: Turret's Additional Animations/other (Update 7!)

Posted: 18 Aug 2015, 00:22
by GreenCo
You need money? You are kidding me.

Re: Turret's Additional Animations/other (Update 7!)

Posted: 18 Aug 2015, 14:00
by Mari0_Player
GreenCo wrote:You need money? You are kidding me.
he's (somewhat) (not so) obviously joking

Re: Turret's Additional Animations/other (Update 7!)

Posted: 18 Aug 2015, 15:25
by GreenCo
Mari0_Player wrote:
GreenCo wrote:You need money? You are kidding me.
he's (somewhat) (not so) obviously joking
(insert homers d'oh here)

Re: Turret's Additional Animations/other (Update 7!)

Posted: 28 Jan 2016, 04:12
by nikitaw99
Image
Help! It crashes everytime :(

EDIT: Could you please update it, so it works with latest SE?

Re: Turret's Additional Animations/other (Update 7!)

Posted: 28 Jan 2016, 04:14
by HugoBDesigner
Thought this isn't my mod and I'm not an expert, usually these crashes that happen "everytime" are caused by the last mappack you have loaded being modded. If that's the case, go to %appdata%/LOVE/mari0_se and delete settings.txt

Re: Turret's Additional Animations/other (Update 7!)

Posted: 28 Jan 2016, 04:18
by nikitaw99
HugoBDesigner wrote:Thought this isn't my mod and I'm not an expert, usually these crashes that happen "everytime" are caused by the last mappack you have loaded being modded. If that's the case, go to %appdata%/LOVE/mari0_se and delete settings.txt
Ok, I will try, will tell ya if it works.

EDIT: Nope, it doesn't work and it still gives da same error.

Re: Turret's Additional Animations/other (Update 7!)

Posted: 28 Jan 2016, 04:31
by HugoBDesigner
Well Turret, he's all yours now :T

Re: Turret's Additional Animations/other (Update 7!)

Posted: 28 Jan 2016, 04:33
by TurretBot
Delete your SMB mappack
If that still doesn't work, don't use this mod (it sucks anyway)