Script triggered cel animations
by Sam Horton · in Torque Game Engine · 02/23/2006 (7:03 am) · 1 replies
* I wasn't sure if I should have posted this in the private forums so here goes:
I'm attempting to fire off an attack animation from script and I have everything set up using the obj.playCelAnimation() function. My problem is that I'm having trouble finding a handle to the player object. I'm still using the tutorial.base as opposed to the starter.fps as I think fps has way more than I need to worry about right now.
I'm trying to do something like this in defaultBind.cs
from the documentation I also found a player function called setActionThread() that looked like it might be what I'm looking for.
I'm attempting to fire off an attack animation from script and I have everything set up using the obj.playCelAnimation() function. My problem is that I'm having trouble finding a handle to the player object. I'm still using the tutorial.base as opposed to the starter.fps as I think fps has way more than I need to worry about right now.
I'm trying to do something like this in defaultBind.cs
function doBash(%val)
{
//playerHandle.playCelAnimation(bash);//how can I get the handle to the player?
echo("BASH");
}
//trigger bash animation
moveMap.bind( keyboard, r, doBash );from the documentation I also found a player function called setActionThread() that looked like it might be what I'm looking for.
About the author
Associate Anthony Rosenbaum