Hi Smallg
Thanks as usual
I have tried this without the StopAnimation, and just about every other combination I can think of.
Without StopAnimation the character stops moving (because the MoveForward command is not active), but the walking animation continues, even though I have Set and Looped the new animation. I'm beginning to wonder if this has something to do with the special status that characters have in relation to the FPSR engine. As you suggested, I tried using the SetAnimation(#) with the animation number, but this does not work unless the SetAnimation is set to (e)???
In the CombatSoldier.FPE, all of the different animations are listed as follows
section of CombatSoldier.fpe file...
;anim
animmax = 3
anim0 = 900,999
anim1 = 3870,3900
anim2 = 100,205
playanimineditor = 1
;AIAnims
csi_relaxed1 = 900,999
csi_relaxed2 = 1000,1282
csi_relaxedmovefore = 1290,1419
csi_cautious = 900,999
csi_cautiousmovefore = 1325,1419
csi_unarmed1 = 3000,3100
csi_unarmed2 = 3430,3697
csi_unarmedconversation = 3110,3420
etc.
What is the csi_name used for? Can this csi_ designation be used to define an animation in the LUA script?
Thanks again
Go Devils
There is no Spoon...