halfrose Posted March 25, 2017 Share Posted March 25, 2017 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! Link to comment https://forums.kleientertainment.com/forums/topic/76842-help-with-run-stategraph/ Share on other sites More sharing options...
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