Cunning fox Posted June 2, 2017 Share Posted June 2, 2017 Hey everyone! I'm trying to make prefab that'll change animation when some event in the world was pushed. But.. I have some problems now. When the even pused, nothing changes. I've looked into my log, and found that: attempt to index field 'AnimState' (a nil value) But I've added animstate! For now I don't know what to do, so I need some help! Thanks everyone for your replies! Oh, and my prefab is here: local assets_clock_hg = { Asset("ANIM", "anim/clock_hg.zip"), } local function Spin(inst) inst.AnimState:PlayAnimation("spin_loop",true) end local function clock_hg() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:AddSoundEmitter() inst.AnimState:SetBank("clock_hg") inst.AnimState:SetBuild("clock_hg") inst.AnimState:PlayAnimation("idle",true) inst:AddTag("noclick") inst:AddTag("FX") inst:ListenForEvent("Spin_1",Spin,TheWorld) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end local s = 1.75 inst.Transform:SetScale(s,s,s) inst.Transform:SetPosition(0,-5,0) return inst end return Prefab("clock_hg", clock_hg, assets_clock_hg) 1 Link to comment Share on other sites More sharing options...
Lumina Posted June 2, 2017 Share Posted June 2, 2017 I think it's better to keep bumping of post for old posts that weren't noticed. Forum would be really hard to follow if every 3 hours old post was bumped. Just my point of view, of course. Sadly i can't help with your problem. Link to comment Share on other sites More sharing options...
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