Post by JD2504 on Jun 19, 2008 20:51:43 GMT -5
well i PM'd callisto and here is his reply, VEERY useful for creating stages, say thanks to him....
1. Accepted triggers
Accepted triggers are:
- StartTrigger (triggered when the stage is loaded)
- BeatTrigger (triggered by each measure)
- NoteHitTrigger (Note was hit)
- StarpowerGainedTrigger (triggered when you get starpower)
- StarpowerActivatedTrigger (triggered when you use starpower)
Most triggers also accept a "value" attribute. You can use it to finer control when the trigger is fired. It does this for each trigger type:
BeatTrigger: Gives the number of measures, after which a trigger is fired (default: 1).
NoteHitTrigger: Allows you to give a mask of frets. The trigger is only fired if all frets that you specified where part of the hit note. The frets correspond to numbers. Green is 1, Red 2, Yellow 4, Blue 8, Orange 16. Specifiy a number to only fire the trigger, when that fret is hit. You can also combine frets by adding the numbers. e.g.: Use value="3" and trigger is only fired if a note with red and green frets is played.
StarpowerGainedTrigger: Use the value to fire the trigger after the user collected more than X percent of his maximum starpower. You can use a value from 0 - 100. For example, use value="50" to fire the trigger after the user accumulated enough starpower to actually deploy it.
2. what is this for? <files>1</files>
You can split an animation into multiple files. Use this to tell the animation that you split it into N files. See the crowd animation for an example.
3. what is this for? <layer>2</layer>
Layers get drawn on top of each other. A higher layer will be drawn on top of a lower one. Unfortunately, you cannot draw on top of the fretboard or the meters.
4. What is this for? <animation actor="l3_right" priority="1">
Each actor can only play one animation at a time. Each animation has a priority. Higher priority animations override lower-priority ones.
Examples: For your actor "guitar player" you have an idle animation, which is repeated on every beat. However, when he hits a note, you want him to play an animation where he plays the Guitar. What you do is, define an "idle" animation with priority 1 (triggered by a beat trigger) and a "play guitar" animation with priority 2 (trigger by note hit-trigger).
What then happens is:
The player starts playing the "idle" animation once the song starts. When the note-hit-trigger fires, the "idle" animation is interrupted and replaced for the higher-priority "play guitar" animation. Any beat-trigger that wants to start the "idle" animation will not succeed, because "play guitar" has a higher priority. However, once "play guitar" is done, the actor will resume the requested animation with the next-lower priority (i.e. "idle").
Two additional hints:
1. Within a trigger, you can play multiple animations by putting multiple "Animation" elements in there.
2. A trigger can (theoretically) also cause other actions. At the moment, there is only one second action called "RandomAction". It works like this <RandomAction><actions>...</action></RandomAction>. Instead of the "..." you can define a list of other actions (i.e. <animation>...</animation>) events and if the trigger fires, only one of the defined animations will (randomly) be played.
1. Accepted triggers
Accepted triggers are:
- StartTrigger (triggered when the stage is loaded)
- BeatTrigger (triggered by each measure)
- NoteHitTrigger (Note was hit)
- StarpowerGainedTrigger (triggered when you get starpower)
- StarpowerActivatedTrigger (triggered when you use starpower)
Most triggers also accept a "value" attribute. You can use it to finer control when the trigger is fired. It does this for each trigger type:
BeatTrigger: Gives the number of measures, after which a trigger is fired (default: 1).
NoteHitTrigger: Allows you to give a mask of frets. The trigger is only fired if all frets that you specified where part of the hit note. The frets correspond to numbers. Green is 1, Red 2, Yellow 4, Blue 8, Orange 16. Specifiy a number to only fire the trigger, when that fret is hit. You can also combine frets by adding the numbers. e.g.: Use value="3" and trigger is only fired if a note with red and green frets is played.
StarpowerGainedTrigger: Use the value to fire the trigger after the user collected more than X percent of his maximum starpower. You can use a value from 0 - 100. For example, use value="50" to fire the trigger after the user accumulated enough starpower to actually deploy it.
2. what is this for? <files>1</files>
You can split an animation into multiple files. Use this to tell the animation that you split it into N files. See the crowd animation for an example.
3. what is this for? <layer>2</layer>
Layers get drawn on top of each other. A higher layer will be drawn on top of a lower one. Unfortunately, you cannot draw on top of the fretboard or the meters.
4. What is this for? <animation actor="l3_right" priority="1">
Each actor can only play one animation at a time. Each animation has a priority. Higher priority animations override lower-priority ones.
Examples: For your actor "guitar player" you have an idle animation, which is repeated on every beat. However, when he hits a note, you want him to play an animation where he plays the Guitar. What you do is, define an "idle" animation with priority 1 (triggered by a beat trigger) and a "play guitar" animation with priority 2 (trigger by note hit-trigger).
What then happens is:
The player starts playing the "idle" animation once the song starts. When the note-hit-trigger fires, the "idle" animation is interrupted and replaced for the higher-priority "play guitar" animation. Any beat-trigger that wants to start the "idle" animation will not succeed, because "play guitar" has a higher priority. However, once "play guitar" is done, the actor will resume the requested animation with the next-lower priority (i.e. "idle").
Two additional hints:
1. Within a trigger, you can play multiple animations by putting multiple "Animation" elements in there.
2. A trigger can (theoretically) also cause other actions. At the moment, there is only one second action called "RandomAction". It works like this <RandomAction><actions>...</action></RandomAction>. Instead of the "..." you can define a list of other actions (i.e. <animation>...</animation>) events and if the trigger fires, only one of the defined animations will (randomly) be played.