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Found 2 results

  1. The idea is to change how the character runs, Animation is no problem, that is already handled. Now what I might, infact, I indeed need help with, is how to call the stategraph properly to modify it Whenever I tried to modify it by calling AddStategraphPostInit("wilson", function(sg) failed by the character no longer being able to move, mostly due to how many different states the run has. I know very little on the part of stategraphs so some help would be super appreciated. Before I have tried something like this AddStategraphPostInit("wilson", function(sg) local _run_start_onenter = sg.states.idle.onenter sg.states.run_start.onenter = function(inst) _run_start_onenter(inst) if inst:HasTag("xxx") and inst.AnimState:IsCurrentAnimation("run_pre") then inst.AnimState:PlayAnimation("xxxrun_pre") end end local _run_onenter = sg.states.idle.onenter sg.states.run.onenter = function(inst) _run_onenter(inst) if inst:HasTag("xxx") and inst.AnimState:IsCurrentAnimation("run_loop") then inst.AnimState:PlayAnimation("xxxrun_loop", true) end end local _run_stop_onenter = sg.states.idle.onenter sg.states.run_stop.onenter = function(inst) _run_stop_onenter(inst) if inst:HasTag("xxx") and inst.AnimState:IsCurrentAnimation("run_pst") then inst.AnimState:PlayAnimation("xxxrun_pst") end end end) it didn't work at all, as I mentioned before, character could no longer move. Again, any tips or help with be super appreciated!
  2. I'm trying to create a character that uses a build that doesn't share its prefab name. Normally, a character called "example" would default to using the anim file called "example.zip", unless instructed otherwise. I can't seem to convince it to use any build other than its own, however. I've read that the proper way to do this is to assign a new build using: inst.AnimState:SetBuild("differentbuild") however, it doesn't seem to work. The character defaults to the anim file with the same name, or simply becomes invisible if the anim with the same name is not provided. Here's the full prefab: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("ANIM", "anim/domo.zip"), Asset("ANIM", "anim/chanti.zip"), } local common_postinit = function(inst) end local master_postinit = function(inst) inst.AnimState:SetBuild("chanti") end return MakePlayerCharacter("domo", prefabs, assets, common_postinit, master_postinit) Both build files are standard character builds, compatible with the standard player stategraph. Can anyone fill me in on what I'm doing wrong, or anything I'm missing? Thank you so much!