Creating an animevent: Difference between revisions
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<pre> DECLARE_ANIMEVENT( NEWNPC_AE_ANIMEVENT )</pre> | <pre> DECLARE_ANIMEVENT( NEWNPC_AE_ANIMEVENT )</pre> | ||
==Implementation== | ==Implementation== | ||
All event code is handled in <code>void CNPC_New::HandleAnimEvent( animevent_t *pEvent )</code>. If pEvent doesn't contain anything that needs to be caught and dealt with, <code>BaseClass::HandleAnimEvent</code> should be called. | |||
{{navbar|Creating a condition|Creating an NPC|Creating a squadslot}} | {{navbar|Creating a condition|Creating an NPC|Creating a squadslot}} | ||
[[Category:AI Programming]] |
Latest revision as of 17:26, 13 June 2006
Declaration
Animevents are useful for adding mid-animation functionality.
The first step to creating an animevent for your NPC is to create a name for it and add it to "Private animevents" section. Here's an example name for an animevent: COMBINE_AE_ALTFIRE.
Once the activity is added to the enum, you must use the DECLARE_ANIMEVENT macro in the AI_BEGIN_CUSTOM_NPC section.
Here's an example of the DECLARE_ANIMEVENT code:
DECLARE_ANIMEVENT( NEWNPC_AE_ANIMEVENT )
Implementation
All event code is handled in void CNPC_New::HandleAnimEvent( animevent_t *pEvent )
. If pEvent doesn't contain anything that needs to be caught and dealt with, BaseClass::HandleAnimEvent
should be called.