Difference between revisions of "PlayAnimation - ObjectReference"
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imported>Cipscis (→Notes: Corrected terminology, made capitalisation consistent with the rest of the wiki, beautified link and copied relevant note from SendAnimationEvent) |
imported>MoopusMaximus (Refined that false statement about permanantly ruining an actor) |
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== Notes == | == Notes == | ||
PlayAnimation cannot be called on actors. For actors, use [[SendAnimationEvent - Debug|SendAnimationEvent]]. This bypasses the check on [[ObjectReference_Script|ObjectReference]] that prevents sending events to actors. If you use it to send an event to actors, you will | PlayAnimation cannot be called on actors. For actors, use [[SendAnimationEvent - Debug|SendAnimationEvent]]. This bypasses the check on [[ObjectReference_Script|ObjectReference]] that prevents sending events to actors. If you use it to send an event to actors, you will may get the actor stuck in the animation. You can un-stick them by using ''PlayIdle("IdleStop_Loose")''. | ||
== See Also == | == See Also == | ||
*[[ObjectReference Script]] | *[[ObjectReference Script]] | ||
*[[PlayAnimationAndWait - ObjectReference]] | *[[PlayAnimationAndWait - ObjectReference]] |
Revision as of 05:40, 20 February 2012
Member of: ObjectReference Script
Starts playing the specified animation on the object and returns immediately. (Internally, it sends the named event to the object's animation graph) If it succeeds, it returns true.
Syntax
bool Function PlayAnimation(string asAnimation) native
Parameters
- asAnimation: The animation to play. (The name of the event to send to the animation graph)
Return Value
True if the animation successfully started playing.
Examples
; Play the "flip" animation on the switch
Switch.PlayAnimation("flip")
Notes
PlayAnimation cannot be called on actors. For actors, use SendAnimationEvent. This bypasses the check on ObjectReference that prevents sending events to actors. If you use it to send an event to actors, you will may get the actor stuck in the animation. You can un-stick them by using PlayIdle("IdleStop_Loose").