monsto Posted July 7, 2019 Share Posted July 7, 2019 I have a menu that activates on an npc (mannequin). I want to use the menu to choose an animation that is then forced on the npc. I'd like to use both idles and animations, but I've seen that they use different facilities and rules. Currently I have... elseif configChoice == 7 self.playIdle(idleRitualSkull1) elseif configChoice == 8 Debug.SendAnimationEvent(self, actionSprintStart)Both idleRitualSkull1 and actionSprintStart are set up as property, and linked in CK > Actor screen > Properties. Neither of these lines work. At one point, the sprint line put a hitch in their walk, but that's all it did. OH btw... I'm not trying to make them sprint, I just want them to show the animation. What am I missing here? Link to comment Share on other sites More sharing options...
maxarturo Posted July 9, 2019 Share Posted July 9, 2019 (edited) I have found out (the hard way) that some script don't work correctly outside their pre-set function.What i mean is that for example : the "Debug.SendAnimationEvent" works correctly only when you use an "ActorRef" or "PlayerRef", the "self" does not seem to work correctly as logic dictates it should. Edited July 9, 2019 by maxarturo Link to comment Share on other sites More sharing options...
Evangela Posted July 9, 2019 Share Posted July 9, 2019 It's worth noting that what you see in the idle manager are not all valid for that function nor the OnAnimationEvent/RegisterForAnimationEvent. Link to comment Share on other sites More sharing options...
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