PlayGroup
Revision as of 05:14, 26 July 2009 by imported>Omzy
Description
PlayGroup plays an animation group on the calling actor. See AnimGroups for a list of possible animations.
Optional flags can be used to start the group in different ways.
Flags
- 0 = Normal - The current animation will finish it's full cycle, and the new animation will start from its beginning.
- 1 = Immediate Start - The current animation will stop regardless of the frame it is on, and the new animation will start from its beginning.
- 2 = Immediate Loop -The current animation will stop regardless of the frame it is on, and the new animation will start at the beginning of its loop cycle.
Syntax:
Actor.PlayGroup <AnimGroup> Flags (optional)
Examples
PlayGroup AttackPower PlayGroup AttackPower 1
Notes:
- Animations may be viewed in the GECK by navigating to the animation tab of the NPC window. Clicking on a .kf file will play the desired animation group.
- Playing some animations on the Player or other NPCs can cause the actor to engage in abnormal behavior. These may be characterized by freezing in place, running backwards, walking through solid objects, being unable to attack, etc. Using PlayGroup Idle 1 will return the actor to normal user function.
- Some animation groups are only available under certain conditions. In particular, combat animations like Recoil will only be played if the actor has a weapon drawn.
- The Stagger group is listed in AnimGroups but no .kf files are associated with it in the editor, meaning that it does not function. Instead, use PlayIdle to play a hit reaction idle.
See Also