Description
Modify an animation played by the targeted active model.
This mechanic can change the lerp in time, lerp out time, speed, loop mode and override mode of an animation.
Attributes
Attribute | Aliases | Description | Type | Default |
---|---|---|---|---|
modelid | m, mid, model | Targeted model | String | |
state | s | Targeted state | String | |
priority | p, pr | Priority of the animation This is only read when model is using the new animation system |
Integer | 1 |
speed | sp | New speed of the animation | Double | Last Value |
lerpin | li | New lerp in of the animation | Double | Last Value |
lerpout | lo | New lerp out of the animation | Double | Last Value |
loop | l | New loop mode of the animation | Loop Mode | Last Value |
override | ov | New override mode of the animation | Boolean | Last Value |
Loop Attribute
This attribute type has 4 possible values, as described below:
Value | Description |
---|---|
ONCE | Cause the animation to only play once and exit the animation when it reaches the end |
LOOP | Cause the animation to loop repeatedly until the animation is removed |
HOLD | Cause the animation to hold on the last frame until the animation is removed |
RESET | Reset the loop mode back to the value configured within the BBModel |
Examples
Pause an animation:
This will effectively pause an animation, creating a "frozen in time" effect.
Skills:
# Play an animation
- state{mid=fire_elemental;s=attack} @self
# Delay 1 second
- delay 20
# Stop the animation by setting speed to 0
- modstate{mid=fire_elemental;s=attack;sp=0} @self
Aliases
- modifyanimation
- modstate