Back to this problem again, same exact problem.
I had created another topic, but found this one that I had started, and still having the problem
I have an empty that is where the animation starts from, a region, and in another blend file same setup but with a clickable
I've tried variations from both GoW and GoMa sites to no avail
Click to animate avatar or
avatar enters a region that triggers the oneshotmod
This is the code that Lontahv helped me with but it has a bug in it that I can't find.
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# The empty is where the animation will start from
# this is called the seek point
OneShotSeekPt:
type: oneshot
# Tell the game what animation will play
oneshot:
# In this case its a non global avatar animation
# Inside the Init file you put in the full name
# of the animation but with a prefix
# Eg
# Nav.PageInHold FemaleSwimDockExit
# Nav.PageInHold MaleSwimDockExit
#
# These lines will hold that animation reference
# till it gets called by the following
animation: SwimDockExit
# The name of the region to activate the oneshotmod animation
OneShotRgn:
# Has some logic referenced to it
logic:
modifiers:
- tag: OneShotRgn
activators:
- type: objectinvolume
triggers:
- enter
conditions:
- type: volumesensor
satisfied: true
direction: enter
actions:
- type: responder
ref: OneShotSeekPt
actions:
- type: responder
name: OneShotSeekPt
responder:
states:
- cmds:
- type: oneshotmsg
params:
receivers:
- oneshotmod:OneShotSeekPt
what happens is if you walk backwards after the animation has finished, the avatar ends up doing the animation in an eternal loop.
Can anyone please help, preferrably not wih quickscripts, as I want to try really hard this time to know how to script this game