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Radioman

How to stop a 'playAction' or 'playActionNow'

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Hello,

I have an issue with V jumping, where, if I have a player set in a specific animation that cannot be broken out of (by design), if that player 'V-jumps', they'll get stuck and 'float' forwards until their animation is 'switchMove'ed out of.

Is there a way to kill the 'V-jump' action? playAction "" and switchMoving back to the wanted animation doesn't stop the floating.

switchmove "" causes them to finally play the 'step over' animation and then they revert back to normal standing.

This is not at all ideal, and programming in a workaround for this will be a colossal pain.

Hopefully I've just missed something.

Any ideas?

Thanks.

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I've got a feeling you are trying to construct a jump by using some other animation? Just to let you know there is jump animation.

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I've got a feeling you are trying to construct a jump by using some other animation? Just to let you know there is jump animation.

This is not what I'm attempting to do. This is all about playing an animation, and having it stay as such, rather than instantly reverting back to normal poses. The v-jump is the issue, not the end result.

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lots of animations have connectedto properties in classes or interpolateto i guess the right way would be make custom class without it.

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lots of animations have connectedto properties in classes or interpolateto i guess the right way would be make custom class without it.

I'm on a strict 'no mod' basis. I'm also using animations without connections for that exact purpose. Hence why v-jumping is causing me issues.

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So, going to your first post, what you really want to do is disable stepover to avoid the floating if I read correctly. The only possibility I can think of in-game without modding (and maybe not even then) is to set up a key press event handler using displayAddEventHandler and possibly actionKeys (needed in case the player changes the default step over key from V to something else) to detect when a player tries to step over and when detected forces it back into your intended animation. I am not sure if it would intercede in time but it might be worth a shot.

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So, going to your first post, what you really want to do is disable stepover to avoid the floating if I read correctly. The only possibility I can think of in-game without modding (and maybe not even then) is to set up a key press event handler using displayAddEventHandler and possibly actionKeys (needed in case the player changes the default step over key from V to something else) to detect when a player tries to step over and when detected forces it back into your intended animation. I am not sure if it would intercede in time but it might be worth a shot.

I've done something similar to this, but the issue is that I cannot force the animation back. Forcing the animation doesn't cancel the 'action'. The player will be in the correct animation, but will be stuck floating forward still...

I need a way to cancel the v-jump BEFORE it happens. As, once it has happened, there appears to be no way to stop it...

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Hmmm, Have you tried setPos to possibly stop the floating.

I could do this, but it's really something I'd rather not do unless all options have been explored.

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