gc8 970 Posted November 11, 2020 Hi I'm trying to make the player run one animation as long as I want but haven't figured how to do this... Here's my code: [] spawn { sleep 1.2; lastPlrAnim = animationState player; while { true } do { player playMoveNow "Acts_carFixingWheel"; sleep 1; waituntil { animationState player != "Acts_carFixingWheel" }; hint format['continue %1', time]; player playMoveNow lastPlrAnim; // Without this everything get's messed up sleep 3; }; }; It loops but I have to reset the animation using "playMoveNow lastPlrAnim;". It would be best if I could just run the fixing animation again anyone know how to do this properly? thx! Share this post Link to post Share on other sites
phronk 895 Posted November 11, 2020 I use the AnimDone eventHandler and it works pretty good for me. 1 Share this post Link to post Share on other sites
gc8 970 Posted November 11, 2020 15 minutes ago, phronk said: I use the AnimDone eventHandler and it works pretty good for me. do you use playMoveNow? Because I can't get it to work any better with the EH. tried this code but the anims got messed up: player addEventHandler ["AnimDone", { params ["_unit", "_anim"]; hint format['anim done %1', time]; [] spawn { sleep 3; player playMoveNow "Acts_carFixingWheel"; }; }]; [] spawn { sleep 1.2; player playMoveNow "Acts_carFixingWheel"; }; Share this post Link to post Share on other sites
phronk 895 Posted November 12, 2020 I would recommend switchMove, however, any player movement will break the animation. Might need to disableUserInput for the duration of the animation or whatever to prevent that. Share this post Link to post Share on other sites
gc8 970 Posted November 12, 2020 6 hours ago, phronk said: I would recommend switchMove, however, any player movement will break the animation. Might need to disableUserInput for the duration of the animation or whatever to prevent that. Nice, I got it working using first playmoveNow and then switchmove in the EH In switchmove the player can move to break the anim but not in playmovenow. so it's quite not perfect yet but this is my code so far: player addEventHandler ["AnimDone", { params ["_unit", "_anim"]; if(_anim == "Acts_carFixingWheel") then { hint format['anim done %1', time]; player switchmove "Acts_carFixingWheel"; }; }]; [] spawn { sleep 1.2; player playMoveNow "Acts_carFixingWheel"; }; Share this post Link to post Share on other sites
gc8 970 Posted November 12, 2020 I was able to get the animation to continue with playmoveNow using this code in the EH: player switchmove "Acts_carFixingWheel"; player playMoveNow "Acts_carFixingWheel"; But I don't know if that's proper usage of the animation system Share this post Link to post Share on other sites
phronk 895 Posted November 12, 2020 If it works it works! Good job. Share this post Link to post Share on other sites