Johxz Posted June 19, 2016 Posted June 19, 2016 when they should be use? I want to play an attack animation, playThread seems to work, but only for "attack1", for some reason the "attack2" don't play. In the shape editor I can play any animations.bob.playThread(0, "attack1");bob.playThread(0, "attack2");This don't work.bob.setActionThread( "attack1", true, true);bob.setActionThread( attack, 1);Can anyone how would be use this two? and example of how can use it? Quote
irei1as Posted June 20, 2016 Posted June 20, 2016 I can't give you explanationes but here are my confusing experience. I would love explanations, tooI've used and worked for the main player (class AIPlayer, 3rd person beat'em up thing) bob.destroyThread(0); bob.playThread(0,"punch");But take in account that punch animation is a blended animation. If it were not then just walking would stop the animation. It's a pain if you want to kick.I had problems with setActionThread doing "punch" and walking with the main char. But for NPC (class AIPlayer) this worked:function SlimeData::onDisabled(%this, %obj, %state){ %obj.stop(); //so the death doesn't move %obj.setActionThread("Death1");...and also workedfunction AIPlayer::do_atk(%this){ %this.setActionThread("bellyhit");} Quote
Johxz Posted June 23, 2016 Author Posted June 23, 2016 hey @irei1as thanks! BTW I managed the problem I did something in my animation.cs I think it was copy and renamed some animations and something screw up anyway....I empty that file and then added all animation again, for me I don't have blend animation, I have one file per animation (.dae)http://i.imgur.com/e4PHscP.pngand now can do some testing from the console... just fine.. new AIPlayer(EnemyBob) { datablock="EnemyData"; position=localclientconnection.camera.getPosition(); }; EnemyBob.playThread(0, "attack1"); EnemyBob.playThread(0, "attack2"); setActionThread never work for me... I need to do more test, sure I miss something. If anyone can trow some enlightenment :roll: @irei1as I found this links to help us- https://www.garagegames.com/community/forums/viewthread/93571/1#comment-631013- http://www.garagegames.com/community/forums/viewthread/75574/1#comment-706009- http://www.garagegames.com/community/forums/viewthread/1479 Quote
Steve_Yorkshire Posted June 25, 2016 Posted June 25, 2016 Just to note, movement animations will overrule and disable scripted animations, so if the AI/Player is moving they won't play the animation. You could mount an invisible weaponImage and have the animation play as a recoil animation. Quote
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