Difference between revisions of "Osiris/API/PlayAnimation"
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Plays the animation with [[Visual_resource_panel|simple name]] '''_Animation''' on '''_SourceObject'''. Once the animation has finished playing, the event '''_Event''' will be thrown. | Plays the animation with [[Visual_resource_panel|simple name]] '''_Animation''' on '''_SourceObject'''. Once the animation has finished playing, the event '''_Event''' will be thrown. | ||
===== Notes ===== | ===== Notes ===== | ||
− | * We have a [[Standard_Character_Animations|list]] of simple names of character animations and the playable races they are available | + | * We have a [[Standard_Character_Animations|list]] of simple names of character animations and the playable races for which they are available. |
* After a character animation has played, the character will return to its default idle position/state. This cannot be prevented from Osiris. If you use the [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|behaviour script]] '''CharacterPlayAnimation''' call, you can avoid this by specifying '''0''' as the '''exitOnFinish''' parameter. | * After a character animation has played, the character will return to its default idle position/state. This cannot be prevented from Osiris. If you use the [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|behaviour script]] '''CharacterPlayAnimation''' call, you can avoid this by specifying '''0''' as the '''exitOnFinish''' parameter. | ||
− | * This call | + | * This call works for both looping and non-looping animations, but looping animations will play only once. Animations set through this call override/interrupt looping animations set via [[Osiris/API/CharacterSetAnimationOverride|CharacterSetAnimationOverride]]. |
* While not officially supported, you can abort an ongoing animation by playing an invalid animation on an object (e.g., specify "" as '''_Animation'''). In fact, this is the only way to stop an ongoing animation. | * While not officially supported, you can abort an ongoing animation by playing an invalid animation on an object (e.g., specify "" as '''_Animation'''). In fact, this is the only way to stop an ongoing animation. | ||
+ | |||
===== See Also ===== | ===== See Also ===== | ||
* [[Osiris/API/SetAnimationOverride|SetAnimationOverride]] | * [[Osiris/API/SetAnimationOverride|SetAnimationOverride]] | ||
* [[Osiris/API/StoryEvent|StoryEvent]] | * [[Osiris/API/StoryEvent|StoryEvent]] | ||
− | [[Category:Osiris Calls]] | + | [[Category:Osiris Calls|PlayAnimation]] |
Latest revision as of 22:37, 9 April 2019
Full Definition(s)
- call PlayAnimation((GUIDSTRING)_SourceObject, (STRING)_Animation, (STRING)_Event)
Description
Plays the animation with simple name _Animation on _SourceObject. Once the animation has finished playing, the event _Event will be thrown.
Notes
- We have a list of simple names of character animations and the playable races for which they are available.
- After a character animation has played, the character will return to its default idle position/state. This cannot be prevented from Osiris. If you use the behaviour script CharacterPlayAnimation call, you can avoid this by specifying 0 as the exitOnFinish parameter.
- This call works for both looping and non-looping animations, but looping animations will play only once. Animations set through this call override/interrupt looping animations set via CharacterSetAnimationOverride.
- While not officially supported, you can abort an ongoing animation by playing an invalid animation on an object (e.g., specify "" as _Animation). In fact, this is the only way to stop an ongoing animation.