> Thanks... the animation was already "working" with the arch > "tweaked" so the faces of the non-head parts were blank as > noted in the README, but the hole didn't line up with the > arch "head". I do not see a change in behavior. Yes, I did > update. Maybe I should set up the test to show the various > test cases I've tried and more explicitly note in the map > what is wrong with each. > > I untweaked the arch by setting the faces back to the proper > settings and the animation doesn't seem to work for me. I'm > not sure what archetype mistake you might be referring to. > AFAIK, I am testing the arch the same way that the pit is set > up to work. > > I see in IRC that you mention HOLE uses HP/WC, but pit.arc > does not have HP set, but does WC, which is the frame of the > anim that is shown as the static image before the item is > activated. maxsp is set too. I think it means whether the > hole is open or shut by default.
Nevermind, I see hp = x, sp = y now. By the way, is_animated is 0, as copied from pit.arc. I don't know what that Also note that now the console gives: [Error] Object lacks animation. [Error] arch manhole_closed_3a I'm not sure the change is made in svn is correct. is_animated is 0 because it is not continually animated but triggered (I think, and going by pit.arc). The error message goes away if I put is_animated 1 in the arch, even though pit arc doesn't use it that way, but the animation still doesn't work. I've committed an update to the world_105_115.patch and to the arch files to better explain the different cases. There are six examples now. None of them work correctly even though 4 of them have a functioning animation. Kevin _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

