Author Topic: Is it possible to play an animation that's on a .dts file within a function?  (Read 1277 times)



How 'bout an entire state?

no.
if its an item, no. if its anything else, yes.

if you want the anim to play during a state set the stateSequence[n] to the animation. the animation will automatically stretch to fit the timeout value of the state.

I am wondering if I can execute a stateScript on a weapon which plays a function that I can call on an animation of the .dts file in. Similar to how
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%obj.playthread(2, ANIMATION); works; but instead of playing the player animation you play one of the animations saved into the .dts file in the addon folder. If that makes sense. I'm sure this has been tried before but might as well know for sure, lul.
« Last Edit: July 31, 2017, 10:51:07 PM by xS K I D z »

there's two types of animations: sequences and threads. sequences are image-based, such as in weapons and tools, and can only be accessed by stateSequence[n] = "sequencename";

threads are .dsq animations that are set to the dts via code and then called by %obj.playthread(%slot,%threadname);

there's two types of animations: sequences and threads. sequences are image-based, such as in weapons and tools, and can only be accessed by stateSequence[n] = "sequencename";

threads are .dsq animations that are set to the dts via code and then called by %obj.playthread(%slot,%threadname);
OK thanks.