Triggering animation on the fly
by Nmuta Jones · in Torque Game Engine · 07/27/2005 (11:43 am) · 5 replies
I understand how to do key bindings. I need to trigger a spontaneous player animation . I have already exported the .dsq and it's ready to go. I assume I need to put a command within my function that's tied to the key bind. Which function do I use , and what's the syntax? I know it's a simple question, but I don't seem to find the answer with my searches. Thanks.
About the author
Lead Developer for MediaBreeze Multimedia
#2
07/27/2005 (10:35 pm)
Thanks Kevin
#3
function serverCmdDive(%client)
{
MessageAll('gotit','%1 will dive now',%client);
%client.player.playthread(0,'dive');
}
But when this is triggered, the %client variable is empty. (as evidenced in the message to server...it just says " will dive now"
so since the client variable is null, then the animation is not triggered. I assume that the default first parameter of a serverCmd function is the client the message was sent from.
What am I doing wrong?
08/02/2005 (12:14 pm)
I am calling this script in server/commands.csfunction serverCmdDive(%client)
{
MessageAll('gotit','%1 will dive now',%client);
%client.player.playthread(0,'dive');
}
But when this is triggered, the %client variable is empty. (as evidenced in the message to server...it just says " will dive now"
so since the client variable is null, then the animation is not triggered. I assume that the default first parameter of a serverCmd function is the client the message was sent from.
What am I doing wrong?
#4
08/03/2005 (4:41 pm)
Anyone? anyone?...... Beuller?
#5
08/05/2005 (10:07 am)
OK, I solved it. for some reason, calling the command from client/config.cs doesn't work for some reason. calling from client/scripts/default.bind.cs does work. Weird, it should have no effect on whether the serverCmd receives its default %client parameter, but for some reason it did here.
Torque Owner Kevin Johnson
you would have a server side function that would call it..
ie
//play the animation
%player.playthread(0,"MyLameAnimation");
//stop and reset the animation for the next time
%palyer.schedule (500, "stopThread", 0) ;