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Post by genetipetz on Jan 22, 2016 0:47:42 GMT
Unfortunately, I disagree that the scriptID is working inside timelines. I have given scriptIDs to an image and a nested timeline object within a timeline and these cannot seem to be "found" by the Movie scripts or frame scripts. Frames inside timelines can call objects with scriptIDs outside of the timeline, but I cannot seem to call a scriptID for an object inside the timeline (either from a frame in the same timeline or from a general script outside the timeline).
Here is my test project file:
dl.dropboxusercontent.com/u/28783520/skoinkTimelineTest.hani
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Post by genetipetz on Jan 22, 2016 0:59:27 GMT
On another front, what is the rationale for not allowing scriptIDsand timelines to work on the same object (in other words, why do I have to uncheck the timeline box to be able to call/reference objects with scriptIDs)? I find myself working around this limitation a lot. It would be great if I could let code callan object that is already animated on the timeline and change a property dynamically (maybe a setting like opacity or scale) that I cannot know the specific desired value of when designingthe movie, but will be known or changes during playback. This would be a HUGE win for game development with Hippani.
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Post by runes on Jan 22, 2016 7:14:54 GMT
genetipetz: When an object is nested in a timeline you have to reference into the timeline like this: "timelineScriptId.objectScriptId". In your movie you should assign a scriptId to the background timeline (bg, f.i.). You would then change your code like this: function func_ToggleIcon() { if (peppermint.Visible == true) { peppermint.Visible = false; bg.skoinkMedal.Visible = true; } else { peppermint.Visible = true; bg.skoinkMedal.Visible = false; } }
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Post by Hippani on Jan 22, 2016 8:34:24 GMT
The rational for turning off the timeline is the timeline sets position, scale and opacity etc 100 times a second. if you changed anything, e.g. change the visibility it would just change back again 1/100th of a second later. So the option is to turn off the timeline and allow the object to be control via script, it's one method or the other.
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Post by FlashKnight on Jan 22, 2016 18:19:57 GMT
Sorry for the late response , and I will test the latest version and post my feedback tomorrow . That is an exciting news !
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Post by FlashKnight on Jan 23, 2016 16:31:08 GMT
I tested the latest version , the nested timeline seem works fine , and I found something interesting : when I was modifying the nested timeline , and I click to insert a rectangle shape , sometimes it will insert 3 or 4 or 5 , or more rectangles at the same time , it's a little weird In general , very nice job , I can't wait to use it to create new things
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Post by Hippani on Jan 23, 2016 19:49:38 GMT
I tested the latest version , the nested timeline seem works fine , and I found something interesting : when I was modifying the nested timeline , and I click to insert a rectangle shape , sometimes it will insert 3 or 4 or 5 , or more rectangles at the same time , it's a little weird In general , very nice job , I can't wait to use it to create new things Like you open up the shapes list, click rectangle and 5 get added to the library?
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Post by FlashKnight on Jan 24, 2016 11:13:48 GMT
Yes it is . I did some quick tests to confirm this yesterday , and then post here
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Post by Hippani on Jan 24, 2016 20:07:59 GMT
Flashknight, are you talking about the rectangle issue?
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Post by genetipetz on Jan 25, 2016 4:05:57 GMT
Thanks runes - I totally missed the hierarchy of ScriptIDs - thanks for explaining that in the context of my example!
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Post by genetipetz on Jan 26, 2016 0:22:14 GMT
genetipetz : When an object is nested in a timeline you have to reference into the timeline like this: "timelineScriptId.objectScriptId". In your movie you should assign a scriptId to the background timeline (bg, f.i.). You would then change your code like this: function func_ToggleIcon() { if (peppermint.Visible == true) { peppermint.Visible = false; bg.skoinkMedal.Visible = true; } else { peppermint.Visible = true; bg.skoinkMedal.Visible = false; } } Building off the same example project example as before ( dl.dropboxusercontent.com/u/28783520/skoinkTimelineTest.hani), but I cannot get a nested timeline object to respond to built-in functions such as the following: TimelineGotoAndPlay("bgTL.peppermintFlys",0); Does this suggest a bug or limitation in the new scripting abilities?
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Post by runes on Jan 26, 2016 7:28:26 GMT
It looks to me as though the script TimelineGotoAndPlay("bgTL.peppermintFlys",0); works fine. BUT the script bgTL.peppermintFlys.Visible = true; throws an error that F36 is not defined. That's a bug. Hippani pay attention
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Post by justme on Jan 26, 2016 13:37:00 GMT
Text and TextBox objects seem to have lost their icon when added to the library. This makes it a little hard to see the difference.
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Post by johnwhitham on Jan 26, 2016 17:12:55 GMT
Icons missing here too (Windows 10 PC). Also from Drawing and HTML objects.
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Post by Hippani on Jan 26, 2016 20:18:20 GMT
We'll see if we can make it more obvious.
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