I did not understand exactly how blend time and lerp time work in "Animscripted" function ... From what I understand of blend time, it "links" the animation for n time to a model and after n time clear others multiple anims but how do I make sure that the animation is active until a "StopAnimscripted"?
In my case, i want to play multiple anims on a model as origins pap does ( when each generators power up, add an anim on pap model); i've the following testing code: in this test code instead using generators, play an animation on pap model when player fired as you can see i tried using SetAnim instead Animscripted, but i don't know why, in bo3 doesn't works i asked help about Setanim here but no one replied me :-(
and here there is a video which shows what anims do but i want anims add on it without clear it after n seconds and reset only if is called a StopAnimscripted, a ClearAnim or an Animscripted which play the same animation
could someone help me please!
Last Edit: December 28, 2016, 10:26:18 am by jakob9696
What I understand here is your somewhat bitching about how PAP is resetting every time you shoot it?
If that's the case, maybe use SetModel() on it to set it to the model of the completed piece, so the model looks more complete and the Anims keep playing?