#How to test for multiple querys in animation contoller
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So the reload animationis working but only if i use the item then imedily shift, but the aim animation still plays when i sprinting, im trying ot get the springing animation to overrun the aim animation.
do i need to make a loop? ive never made on before
Can you show your client entity?
Like my player jason? or my huminod animation file?
The entity file in the RP's entity folder
Can you test this and tell me if it works?
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?
Oh my animation controller is triggered by a item, its for a gun. yeah i delted the old one and put this one in
I think in this case it would be good for you to try adding a loop to see if it works.
Uumm im trying to find the animation controler loop section in the wiki but i can only find timers?
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
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?
i tried this "variable.attack_time == 0.3, && !query.is_sprinting" but it didint work and "variable.attack_time"
Instead of the aim animation just transitioning to default, why don't you try making it transition to running as well?
Also instead of using query.is_sprinting, have you tried using query.modified_move_speed > 0.2?
You can use a number greater than 0.2
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?
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
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"
}
]
}
}
Oh sweet that totaly works
nice
I still used query.is_sprinting instead of movment speed thoug, when i used movemnet speed the animaion kinda just glitched out
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
Yeah i put it up to 0.3 then 0.5, its defently me, but whats the harm in useing query.is_sprinting anyway?
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
Honestly I don't know, but I always use movement speed
Yes
(EXPERIMENTAL. Enable Molang Features to use.) DEPRECATED The incoming Actor Property feature will replace the need for querying hidden scoreboard data. Current client-side scoreboard code is only meant for supporting the standard UI elements.) Takes one argument - the name of the scoreboard entry for this entity. Returns the specified scoreboard value for this entity.
Sadness lol, ill keep pondering then
Thank you again, you have helped me more then the people ive paid.