Please login or register.

Login with username, password and session length
Advanced search  

News:

IRC channel - server: waelisch.de  channel: #wme (read more)

Author Topic: idle override  (Read 3026 times)

0 Members and 1 Guest are viewing this topic.

Dionysius

  • Frequent poster
  • ****
  • Karma: 3
  • Offline Offline
  • Gender: Male
  • Posts: 361
    • View Profile
    • On the Tracks of Dinosaurs
idle override
« on: May 05, 2008, 11:04:47 AM »

I can use several talk animations by overriding actor.Talk method. And what about idle? I want to run special animation "idle1", if the actor has been standing some time.
Logged

FogGobbler

  • Regular poster
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 228
    • View Profile
Re: idle override
« Reply #1 on: May 05, 2008, 12:25:37 PM »

actor.IdleAnimName = "Name_of_Animation";
Logged

Net

  • Gripped Software Programmer
  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 48
    • View Profile
    • Čurina
Re: idle override
« Reply #2 on: May 05, 2008, 03:31:00 PM »

http://wiki.dead-code.org/wakka.php?wakka=IdleActorScript&v=11ou

if you make some modifications you can play random idle animations without seting them hardway.
Logged

Dionysius

  • Frequent poster
  • ****
  • Karma: 3
  • Offline Offline
  • Gender: Male
  • Posts: 361
    • View Profile
    • On the Tracks of Dinosaurs
Re: idle override
« Reply #3 on: May 06, 2008, 03:53:13 AM »

Thank you very much! :)
Logged
 

Page created in 0.017 seconds with 20 queries.