#How to test for multiple querys in animation contoller

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earnest ibex
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Is the entire file not working or just a part, and what is it?

buoyant imp
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do i need to make a loop? ive never made on before

earnest ibex
buoyant imp
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Like my player jason? or my huminod animation file?

earnest ibex
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The entity file in the RP's entity folder

buoyant imp
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Do i need to make a exsclusion?

earnest ibex
buoyant imp
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It dosent look like it :/

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What did you change?

earnest ibex
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I added your animation_controller to the player animations and added it to the scripts, did you test it in an existing world and are you sure the file was replaced?

buoyant imp
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Oh my animation controller is triggered by a item, its for a gun. yeah i delted the old one and put this one in

earnest ibex
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I think in this case it would be good for you to try adding a loop to see if it works.

buoyant imp
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Uumm im trying to find the animation controler loop section in the wiki but i can only find timers?

earnest ibex
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I've never used animation controllers this way, unfortunately I won't be able to help you. I recommend you make this post on the #1067869022273667152 channel. And this can also help

A reference document detailing animation controllers

buoyant imp
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Ahh yeah thats the page i could find unfortently it dosent go over loops, this was origonly a comision and i exsplisitly said that the aim needed to be toggeled with the attack button but i guess they said that was imposible? but if i could somehow change it from shift to the attack button then i dont think it would overwrite it?

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i tried this "variable.attack_time == 0.3, && !query.is_sprinting" but it didint work and "variable.attack_time"

earnest ibex
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Instead of the aim animation just transitioning to default, why don't you try making it transition to running as well?

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Also instead of using query.is_sprinting, have you tried using query.modified_move_speed > 0.2?

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You can use a number greater than 0.2

buoyant imp
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So uhh now it activates the running animation and never stops, if i use query.modified_move_speed > 0.2 will that be affected by any movement like swiftness and swift sneek?

earnest ibex
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You can transition to movement animation if speed is >0.2 and transition from it to aim animation if you are sneaking and speed is <0.2

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Like this

{
  "running": {
    "animations": [
      "running"
    ],
    "transitions": [
      {
        "default": "!query.is_sprinting"
      },
      {
        "aim": "query.is_sneaking && query.modified_move_speed < 0.2"
      }
    ]
  },
  "aim": {
    "animations": [
      "aim"
    ],
    "transitions": [
      {
        "default": "!query.is_sneaking"
      },
      {
        "running": "query.modified_move_speed > 0.2"
      }
    ]
  }
}
buoyant imp
earnest ibex
#

nice

buoyant imp
# earnest ibex nice

I still used query.is_sprinting instead of movment speed thoug, when i used movemnet speed the animaion kinda just glitched out

earnest ibex
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It's hard to say without seeing an in-game example, but the error is definitely in the queries, you just need to know how to place them correctly. Maybe adjusting the value 0.2 could help

buoyant imp
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also do you know if query.scoreboard('objective_name') > 0 is depracted, now im trying to see if i can change shift with the attack time but make it a toggle. im wondering if i can do it with a scorebord

earnest ibex
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Honestly I don't know, but I always use movement speed

earnest ibex
buoyant imp