Code: Select all
LoopAnim('Shoot2',1.9);
LoopAnim('Idle',0.2,0.9);
Code: Select all
LoopAnim('Shoot2',1.9);
LoopAnim('Idle',0.2,0.9);
FinishAnim()
is just a latent function (meaning it can only be used in state code) that waits for an animation to finish, it doesn't stop the animation itself.FinishAnim()
won't have any effect in "waiting".AnimEnd()
, which is similar to FinishAnim()
, in the sense that it's called when an animation finishes, also never gets called for looping animations.PlayAnim(...)
or TweenAnim(...)
for the looping animation to stop, for example: a tween animation back to Idle, and to be fast you can give it a very short time (not sure if using zero works, but you may try it out).Code: Select all
simulated function PlayIdleAnim()
{
if ( !LoopingAnim( 'Idle') )
LoopAnim( 'Idle', 0.4);
}
simulated final function bool LoopingAnim( name AnimName)
{
return IsAnimating() && bAnimLoop && (AnimSequence == AnimName);
}
TweenAnim
and PlayAnim
to end the ongoing looping animation, and not to replace it entirely.