Re: Five Nights at Freddys MOD [v5.1]

#68
I think I know why 049 is not moving with the new model: The animations of the model aren't fit with the animation frames written in the code. Here's a example:
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If dist < 3.0 Then
	Animate2(n\obj, AnimTime(n\obj), Max(Min(AnimTime(n\obj),428.0),387), 463.0, n\CurrSpeed*38)
Else
	If AnimTime(n\obj)>428.0 Then
		DebugLog "AnimTime(n\obj)>428.0"
		Animate2(n\obj, AnimTime(n\obj), Min(AnimTime(n\obj),463.0), 498.0, n\CurrSpeed*38,False)
		If AnimTime(n\obj)=498 Then SetAnimTime n\obj, 358.0
	Else
		Animate2(n\obj, AnimTime(n\obj), Max(Min(AnimTime(n\obj),358.0),346), 393.0, n\CurrSpeed*38)
	EndIf
										
EndIf
As you can see in the example, the code makes a new response if the animation frame is greater than "428.0" and maybe if the model can't reach this number of frames, then the model can't move.
You would need to edit the source code to be in order to move the model or the model's animation frames will be edited so they fitting with the animation frames of the code.
But I don't know what's wrong with the textures, they should work rather than being glitchy. Code example:
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Case NPCtype049
	n\Collider = CreatePivot()
	EntityRadius n\Collider, 0.2
	EntityType n\Collider, HIT_PLAYER
	n\obj = LoadAnimMesh_Strict("GFX\npcs\scp-049.b3d")
	
	n\Speed = (GetINIFloat("DATA\NPCs.ini", "SCP-049", "speed") / 100.0)
	
	temp# = GetINIFloat("DATA\NPCs.ini", "SCP-049", "scale")
	ScaleEntity n\obj, temp, temp, temp	
	
	n\Sound = LoadSound_Strict("SFX\Horror12.ogg")
As you can see in the code it doesn't edit the textures of the model. That's why I don't have an explination for this.
I hope this helped a bit.
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