Asterra Posted October 16, 2019 Share Posted October 16, 2019 This one baffles me. Surely somebody's figured out a way. The Geck Wiki suggests that one can "stop a looping idle by playidling a neutral stance anim", but doesn't elaborate with an example. And anyway the animations I want to stop do not loop. Playing other idles gets ignored, and I've tried basically all of them. About the only thing I can think of that wouldn't get ignored is killing the actor. Link to comment Share on other sites More sharing options...
hitman47101 Posted October 17, 2019 Share Posted October 17, 2019 You should be able to stop it by playing another idle anim. Link to comment Share on other sites More sharing options...
Asterra Posted October 17, 2019 Author Share Posted October 17, 2019 You should be able to stop it by playing another idle anim. Evidently not in this case. Seems to be somehow hardwired to be immune. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 17, 2019 Share Posted October 17, 2019 Perhaps a specific example of what is currently playing and what code you are attempting to play to stop it will help clarify this case? -Dubious- Link to comment Share on other sites More sharing options...
Asterra Posted October 18, 2019 Author Share Posted October 18, 2019 Perhaps a specific example of what is currently playing and what code you are attempting to play to stop it will help clarify this case? Okay, just as one solid example: PlayIdle StartCannibal And then try to stop it with pretty much anything. Link to comment Share on other sites More sharing options...
DylanHollis Posted October 18, 2019 Share Posted October 18, 2019 (edited) I've always wondered this as well,I have had success in forcing the termination of idle animations using .evp on the referenced actor (.EvaluatePackage) when those Idle animations were associated with a given package in any way. Others had required .evp in conjunction with .AddScriptPackage, adding a new specific package where its 'idles' tab (with use specific idles checked) called for any one of the "loose xx" idles to be run 'in sequence', with the Idle Timer setting being set to very low values, like 0.0003 - before finally removing the script package.Perhaps this would be ineffective for you, depending on how the idle animation is called upon. Different idles seem to have varying sensibilities regarding how they react to additional movements or interference. For example some idles will allow movement of the legs during travel, while others will just slide the damn actor across the floor. -Edit: I forgot about the 'ResetAI' command. It is pretty severe, but I bet that would also stop an idle on the actor. Edited October 18, 2019 by DylanHollis Link to comment Share on other sites More sharing options...
Asterra Posted October 18, 2019 Author Share Posted October 18, 2019 I have had success in forcing the termination of idle animations using .evp on the referenced actor (.EvaluatePackage) when those Idle animations were associated with a given package in any way. Now, believe it or not, I had actually already tried precisely this, and determined it didn't work. But what I hadn't tried at the time was to override the package with a different one. (Since after all what difference should that make?) But I just tried it on a whim, and this did indeed do the trick. So, although I would definitely call this a highly situational workaround, and consider it a real problem with no clean solution, at least I now have something that will get the job done. Thanks for the tip. Link to comment Share on other sites More sharing options...
Recommended Posts