Difference between revisions of "PlayGroup"

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2 bytes removed ,  21:24, 23 November 2011
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imported>Pacificmorrowind
imported>Vaelissa
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Flags  
Flags  
:0 = Normal - The current animation will finish it's full cycle, and the new animation will start from its beginning.  
:0 = Normal - The current animation will finish its 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.  
: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.  
: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.  
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'''Notes:'''
'''Notes:'''
*Playing some animations on the Player can cause the Player to freeze and become nonresponsive.  Using ''PlayGroup Idle 1'' or ''PickIdle'' on the Player will return the Player to normal user function.
*Playing some animations on the Player can cause the Player to freeze and become nonresponsive.  Using ''PlayGroup Idle 1'' or ''PickIdle'' on the Player will return the Player to normal user function.
*NPC's may behave oddly after [[PlayGroup]] is called - for instance, running backwards, walking through solid objects, being unable to attack, etc. Calling ''playGroup Idle 1'' generally fixes the problem.
*NPCs may behave oddly after [[PlayGroup]] is called - for instance, running backwards, walking through solid objects, being unable to attack, etc. Calling ''playGroup Idle 1'' generally fixes the problem.
*Note that some animation groups are only available under certain conditions. In particular, combat animations like Recoil, Stagger, etc will only be played if the actor has a weapon drawn.
*Note that some animation groups are only available under certain conditions. In particular, combat animations like Recoil, Stagger, etc will only be played if the actor has a weapon drawn.


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