sumguy Posted January 16, 2015 Share Posted January 16, 2015 wolfgang has 3 and woodie has 2 so why cant i seem to get my custom character to have 2 ? this is the code used but i have been adjusting it non stop and nothing seems to work . putting it in the mod main and tried the prefab adding more end's to it ect . all i am tryiung to do is swap the build from wodb to wodh so that when hit it uses wodh . if i can get that to work i think i can do the reverse and switch back when idle inst:ListenForEvent("attacked", function(inst) if not inst.components.health:IsDead() then inst.AnimState:SetBuild("wodh") end why bother with this when its only 1 state ? the blink animation and getting hit share a face and this would allow a more emotive expression for being hit that wouldnt force a crazy look for idle also code in that string is from files in the game Link to comment https://forums.kleientertainment.com/forums/topic/49234-multiple-anim-builds-help/ Share on other sites More sharing options...
sumguy Posted January 16, 2015 Author Share Posted January 16, 2015 the forum lacks a edit function so i will just double post this also doesnt work . i will actually post the full piece . i have done a lot of variations on it adding stuff ect but it either crashes on load or loads and doesn't do anything . have also tried just the first part without the second if not bit still wont work function WodbPostInit(wodb) local is_idle = inst.sg:HasStateTag("idle") if is_idle then inst.AnimState:SetBuild("wodb")end if not is_idle then inst.AnimState:SetBuild("wodh")end AddSimPostInit(function(inst) if inst.prefab == "wodb" then WodbPostInit(inst) end end) Link to comment https://forums.kleientertainment.com/forums/topic/49234-multiple-anim-builds-help/#findComment-602745 Share on other sites More sharing options...
sumguy Posted January 16, 2015 Author Share Posted January 16, 2015 again the forum has no edit function but i got it to work i was trying to avoid a custom state graph because it would be almost the same file but with a few extra lines of code . anyways adding if inst.prefab == "wodb" then inst.AnimState:SetBuild("wodh")end above the one referencing if the character was not wes ( ~=wes) in the state hit switches when hit so you can make better more painful expressions . so putting one in the idle should switch it back to the normal build Link to comment https://forums.kleientertainment.com/forums/topic/49234-multiple-anim-builds-help/#findComment-602751 Share on other sites More sharing options...
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