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 is only supported for non-looping animations. Use [[Osiris/API/SetAnimationOverride|SetAnimationOverride]] to play looping animations. | * This call is only supported for non-looping animations. Use [[Osiris/API/SetAnimationOverride|SetAnimationOverride]] to play looping animations. | ||
* 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. | ||
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===== See Also ===== | ===== See Also ===== | ||
* [[Osiris/API/SetAnimationOverride|SetAnimationOverride]] | * [[Osiris/API/SetAnimationOverride|SetAnimationOverride]] |
Revision as of 09:53, 15 October 2017
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 is only supported for non-looping animations. Use SetAnimationOverride to play looping animations.
- 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.