View Full Version : Scripting: animation loops

11-07-2009, 11:11 AM
Hi all, I've started early production on more force powers, and I'm having trouble with this one in particular.

//Healing Trance
//Script by: VarsityPuppet

#include "k_inc_force"

void main(){

effect eStay = EffectEntangle();
object SelfPlace = GetObjectByTag("invis_mark");

//This is to stop the PC from moving during the duration of the animation.
//It's currently rigged to last 10 seconds, because I can't figure out how to
//apply it and remove it at will.
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStay, OBJECT_SELF, 10.00);

if(GetIsObjectValid(SelfPlace) == FALSE){

//THis is the sitting down to meditate animation
AssignCommand(OBJECT_SELF, ActionPlayAnimation(10456, 1.00));

//just my little way to make a in-game boolean object
object oSelfPlace = CreateObject(OBJECT_TYPE_PLACEABLE, "invis_mark", GetLocation(OBJECT_SELF));

//The meditation loop. It only lasts about 1 second and then it stops
DelayCommand(0.75, AssignCommand(OBJECT_SELF, ActionPlayAnimation(10457, 1.0, -1.0)));

//assuming the meditation loop WOULD HAVE WORKED, this is the getting
//up animation.
AssignCommand(OBJECT_SELF, ActionPlayAnimation(10456, -1.00));

//The effect is never removed.
RemoveEffect(OBJECT_SELF, eStay);

So, there are 3 things that I need help with, if you didn't read the script comments

1 - How do I make looping animations play continually?

2 - How do I apply/remove the entangle effect on the PC?

3 - I forgot the third thing