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:
redownloaded Turret's Additional Love File to make sure it's the latest version and still
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:
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
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!)
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:
(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!)
(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.
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
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.