Difference between revisions of "Osiris/API/PlayAnimation"
From Divinity Engine Wiki
m (PlayAnimation also supports looping animations) |
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* We have a [[Standard_Character_Animations|list]] of simple names of character animations and the playable races for which 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 work for both looping and non-looping animations. Animations set through this call override looping animations set via [[Osiris/API/ | + | * This call work for both looping and non-looping animations. Animations set through this call override 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. | ||
Revision as of 19:35, 14 August 2018
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 work for both looping and non-looping animations. Animations set through this call override 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.