Maris Posted July 14, 2015 Share Posted July 14, 2015 (edited) anim_name = inst.AnimState[what?]I would like to avoid of creating network variable. If animation name is accessible on client, then it is solution for synchronization in some cases. Edited July 14, 2015 by Maris Link to comment https://forums.kleientertainment.com/forums/topic/56161-how-to-get-current-animation-name/ Share on other sites More sharing options...
DarkXero Posted July 16, 2015 Share Posted July 16, 2015 (edited) @Maris, unfortunately I think the animation name is only available on the C side. When you see the debug info after selecting a player and pressing backspace, you can clearly see the name and location of the anim file. But that's it. What you can do is use states from stategraphs, so an animation directly correlates to a state. Alternatively, you have:inst.AnimState:IsCurrentAnimation("idle_loop")which returns true or false if the player is currently on the animation specified. Which you may or may not use in combo with: inst:ListenForEvent("animover", function(inst) if inst.AnimState:AnimDone() then print("Anim done!") end end) Edited July 16, 2015 by DarkXero Link to comment https://forums.kleientertainment.com/forums/topic/56161-how-to-get-current-animation-name/#findComment-654726 Share on other sites More sharing options...
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