create animate me 1. 1 1 5000,astart;adone visible testwall no create: this is the trigger, meaning that all code after it will be applied as soon as it loads. animate: this is the action core, telling AW to expect animate-related syntax to follow. me: this tells AW to apply the following code to the object…
create animate me 1. 1 1 5000,astart;adone visible testwall no
- create: this is the trigger, meaning that all code after it will be applied as soon as it loads.
- animate: this is the action core, telling AW to expect animate-related syntax to follow.
- me: this tells AW to apply the following code to the object which the code was written on. You could change this to the name of an object, but there’s really no reason to.
- 1.: this is our dummy texture used in the so-called texture animation. You could use any texture for this, or none at all. If you use no texture, it would simply be a period, however this gives errors in the chat for people with error printing enabled, so I typically leave this to 1, which is actually a texture in the Alpahworld texture path.
- 1 1: these two numbers are used in the texture animation. We’re not doing a texture animation, so leave these numbers alone.
All the code up to this point is the foundation, and is pretty much never changed. For all practical purposes, your AAA code will always start out with
create animate me 1. 1 1
- 5000: this is the delay in milliseconds, an important number. The delay is the length of time that occurs between when the object is loaded, and when the adone trigger will initiate. If you fired a missile and wanted something to happen after five seconds, then you’d use 5000.
At this point, all animate arguments are given, so we end it with a comma.
- astart: this is also important, so pay attention. If you include astart here, then the animation’s delay will start its countdown as soon as the object loads. If you do not include it, the delay will wait for something to start it. You would not include the astart if you wanted a button to activate the AAA scripts.
We now add a semicolon because we’re going to move onto the next trigger – adone.
- adone: as explained earlier, adone is a trigger, and AW will trigger it when the dummy texture animation is done playing. Just like create, all code following it will only occur once its been triggered.
At this point, any sort of action can be applied. This guide assumes you already know how to work with basic actions.
In our example, once AW loads the object containing the AAA script we made, a 5 second countdown will start, and when done, it triggers the adone section of code, which removes visibility from an object given the name testwall.
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