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I know I asked a similar question a while back but I've fixed up just about everything, removed the separate stategraph and added a single state and I just cannot figure out what I could possibly be doing wrong for this to happen.

A custom animation is not showing up on client side under certain conditions. The animation exists on both host and client side, I'm sure of it. But when the client tries to use the animation, it doesn't show up. By "use the animation" I mean "have their character play that animation."

When the client views the host using the animation, the client can see the animation just fine. But when the client tries to use it, they can't see themselves playing the animation. (host sees the client's animation just fine.) It shows up just fine for the host on both ends.

I know my animations are set up correctly, and I can't see how I could mess up the three lines of code required to change builds/banks and play the animation

Heres an example of what the state looked like

     name = "boo_roar",
        tags = {"busy", "canrotate"},
        onenter = function(inst)
            inst.AnimState:SetBank("booscary")
			inst.AnimState:SetBuild("booscary")
            inst.components.locomotor:Stop()
			inst.AnimState:PlayAnimation("idle") --this is the correct animation name
			inst.Transform:SetScale(2,2,2)
			inst.SoundEmitter:KillAllSounds()
			inst.SoundEmitter:PlaySound("soundroar/roargroup/bossroarevent")
        end,
		
		onexit = function(inst)
			inst.components.playercontroller:Enable(true)
			inst.AnimState:SetBank("wilson")
			inst.AnimState:SetBuild("kaji")
			inst:SetStateGraph("SGwilson")
            inst.Transform:SetScale(1,1,1)
        end,
		
		timeline =
        {
            GLOBAL.TimeEvent(45*GLOBAL.FRAMES, function(inst)
				inst.sg:GoToState("idle")
            end),
        },
    }

I've been toying with it for hours and I found out that if I delay the actual transformation by 1 second, THEN the animation will show up correctly for the client. (i tried delaying by smaller numbers like 0.1 and 0.2, but neither worked, and I don't want to go past a 0.2 second delay).

I really cannot figure out what could be causing this to happen. If anyone needs more info or code just ask. I don't think it's a stategraph problem because prior to today I wasn't even using a stategraph and I still had this problem.

4 hours ago, Mobbstar said:

Silly question, but is your spriter file set to loop?

Yea it is. Should I try disabling the loop?

if I'm not mistaken, he uses another animation of the same kind that uses looping and it seems to work just fine.

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