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What steps will reproduce the problem?
1. load the attached file in Blender and run gamekit addon
2.
3.
What is the expected output? What do you see instead?
Game should quit after 50 frames of animation but it doesn't. I tried BGE and
it quits as expected. So I guess gamekit can't handle Frame Property in action
actuator properly. Just thought I should point out this in case it's a bug that
is easy to fix.
What version of the product are you using? On what operating system?
OSX 10.8
Blender 2.63
GameKit 1186
Please provide any additional information below.
Original issue reported on code.google.com by [email protected] on 16 Jan 2013 at 1:32
This can easily fixed changing the file gkActionActuator.cpp like this
void gkActionActuator::update(void)
{
if (!m_isPlaying) return;
if (m_state != m_link->getState())
{
stateChanged();
return;
}
gkScalar t = getElapsedTime() + m_start;
bool end = t >= m_end;
bool off = isPulseOff();
// ----- Fix
if (gkVariable *var = m_object->getVariable(m_startProp))
var->setValue(t*m_animFps);
// -----
if (off)
m_ignorePulseOn = false;
if (m_mode == AA_LOOP_END)
{
if (end)
{
stopAction();
if (!off)
playAction();
}
}
else if (m_mode == AA_LOOP_STOP)
{
if (off)
stopAction();
else if (end)
resetAction(false);
}
else //if (m_mode == AA_PLAY)
{
if (end)
stopAction();
}
}
Original issue reported on code.google.com by
[email protected]
on 16 Jan 2013 at 1:32Attachments:
The text was updated successfully, but these errors were encountered: