So I'm trying to use "ANIMATION_LOOPING_LISTEN". As the constant suggests this should be a looping animation but when I use it, it just seems to work more like a fire and forget animation, just one quick listening animation and it's done.
else if (sSaid == "/listen")
AssignCommand(oSpeaker,ActionPlayAnimation(ANIMATION_LOOPING_LISTEN, 1.0, 10000.0));
All the other looping animations seem to work fine. Is this a know bug or issue with this particular animation? Was it intended to be used as a fire and forget and not a looping?
Looping animation question.
Débuté par
GhostOfGod
, mai 23 2012 11:42
#1
Posté 23 mai 2012 - 11:42
#2
Posté 24 mai 2012 - 12:08
That is a head only animation, Is it not?
It may be a problem with the client always repointing the head in different angle. Like when the player mouses over a placeable and the PC head points that direction. I think, I would have to get creative with it. Something like:
void ActionListenLoop()
{
ActionPlayAnimation(ANIMATION_LOOPING_LISTEN, 1.0, d6()/4.0);
//ActionWait(d6()/4.0);// Only needed it the action above is not delaying.
ActionDoCommand(ActionListenLoop());
}...
...else if (sSaid == "/listen")
AssignCommand(oSpeaker,ActionListenLoop());
It may be a problem with the client always repointing the head in different angle. Like when the player mouses over a placeable and the PC head points that direction. I think, I would have to get creative with it. Something like:
void ActionListenLoop()
{
ActionPlayAnimation(ANIMATION_LOOPING_LISTEN, 1.0, d6()/4.0);
//ActionWait(d6()/4.0);// Only needed it the action above is not delaying.
ActionDoCommand(ActionListenLoop());
}...
...else if (sSaid == "/listen")
AssignCommand(oSpeaker,ActionListenLoop());
#3
Posté 24 mai 2012 - 12:11
Lightfoot8 wrote...
That is a head only animation, Is it not?
Hmm. I'm not sure. The body does also lean foward for a second when this animation occurs. I'll try out your suggestion and see if it works. Thanks L8.
#4
Posté 24 mai 2012 - 12:26
Lightfoot8 wrote...
I think, I would have to get creative with it. Something like:
void ActionListenLoop()
{
ActionPlayAnimation(ANIMATION_LOOPING_LISTEN, 1.0, d6()/4.0);
//ActionWait(d6()/4.0);// Only needed it the action above is not delaying.
ActionDoCommand(ActionListenLoop());
}...
...else if (sSaid == "/listen")
AssignCommand(oSpeaker,ActionListenLoop());
Works great! Thanks L8.
I still don't know why it doesn't loop as intended though. I even made sure there was nothing around to look at and didn't move my mouse. Same thing. They lean foward, shake head and lean back again. That's it.





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