irei1as Posted April 1, 2015 Share Posted April 1, 2015 In the full template so far I've only found a pair of animation triggers being used for the player footsteps. Its functionality is "hard coded" in the engine source in player.cpp.So, are those animation triggers only usable through C++? Is there any inconvenience for using a callback from tsThread.cpp (they start there, don't they?) to use torque script to define changes instead?I suspect there is an issue with client/server behaviour but as I only want to toy around with single player I hope that won't be a problem for now.If that's possible, I plan on sending to the .cs file the animated object name and the animation sequence name along with the animation trigger number so I can have more flexibility.So, for example, the trigger#3 of limping_animation of peasant_object -result: damage to the peasant each time the foot touches gound- can give a different result that another trigger#3 but for long_shot of cannon_n3 -result: if bullet>0 make some blast far away-.This way I don't need to change the small number of animation triggers (30 for each animation sequence is more than enough).My second question, is that too complex and inconvenient? Should I just stick with classic conditionals and timed intervals and leave animation triggers alone?Thanks for your help. There is almost no documentation for animation triggers around (or it's very hard to find because trigger is too common of a name) so any input on this subject is welcome. Quote Link to comment Share on other sites More sharing options...
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