Serpens Posted October 7, 2019 Share Posted October 7, 2019 If you do inst.AnimState:PlayAnimation or PushAnimation with an animation that does not exist, the inst will simply get invisible. How to check in advance if an animation exist? Is there something like inst.AnimState:HasAnimation ? (this particular one does not exist, I already searched for it :D) Link to comment Share on other sites More sharing options...
Ultroman Posted October 7, 2019 Share Posted October 7, 2019 I do not remember such a function. You can't even query which animation is currently running. Link to comment Share on other sites More sharing options...
Developer zarklord_klei Posted October 8, 2019 Developer Share Posted October 8, 2019 AddOverrideBuild AnimDone AssignItemSkins BuildHasSymbol ClearAllOverrideSymbols ClearBloomEffectHandle ClearOverrideBuild ClearOverrideSymbol ClearSymbolExchanges CompareSymbolBuilds FastForward GetAddColour GetBuild GetCurrentAnimationLength GetCurrentAnimationTime GetCurrentFacing GetInheritsSortKey GetMultColour GetSkinBuild GetSortOrder GetSymbolPosition Hide HideSymbol IsCurrentAnimation OverrideItemSkinSymbol OverrideMultColour OverrideShade OverrideSkinSymbol OverrideSymbol Pause PlayAnimation PushAnimation Resume SetAddColour SetBank SetBankAndPlayAnimation SetBloomEffectHandle SetBuild SetClientSideBuildOverrideFlag SetClientsideBuildOverride SetDeltaTimeMultiplier SetErosionParams SetFinalOffset SetFloatParams SetHaunted SetHighlightColour SetInheritsSortKey SetLayer SetLightOverride SetManualBB SetMultColour SetMultiSymbolExchange SetOceanBlendParams SetOrientation SetPercent SetRayTestOnBB SetScale SetSkin SetSortOrder SetSortWorldOffset SetSymbolExchange SetTime Show ShowSymbol This is the full list of AnimState functions, if you can't accomplish it by these, you can't do it. you might, might be able to check if an anim exists, if it uses a custom symbol inside that animation only with BuildHasSymbol but otherwise it doesn't look good. 1 Link to comment Share on other sites More sharing options...
Serpens Posted October 8, 2019 Author Share Posted October 8, 2019 (edited) 5 hours ago, Zarklord said: This is the full list of AnimState functions, if you can't accomplish it by these, you can't do it. you might, might be able to check if an anim exists, if it uses a custom symbol inside that animation only with BuildHasSymbol but otherwise it doesn't look good. thank you. I ask because of woodies wereforms and maybe mod characters. The teleportato and the adventure mod are putting character to the state teleportato_teleport or throne_sit. These states exists on wereform, so this check wont help. But when the animations from these states are called, they get invisble and some even reported a crash for the moose, but I was not able to reproduce it. I noticed when trying emotes in wereform, only the dance animation will play. The others wont play, since I guess there is no animation for it. So here already might be a check for this? Or are emotes handled differently? Of course I can write exceptiions for the wereforms, but a general solution would be better. Edited October 8, 2019 by Serpens Link to comment Share on other sites More sharing options...
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