new actor, type cactormodel, parent modeladdition. Model is type Cmodel, parent Oneshotspellfx, using holo_stripper.m3. All the actor does is create, then <On Terms="ActorCreation" Send="AnimPlay {} Stand PlayForever,DontResetOnUnhide"/>
Hmm, it's a bit hard to say just looking at that. You might have added on the extra animation play when the actors come with BSD animation by default. So it's getting two messages at once.
I've made up a little map which uses the armory as the host, I've gotten no immediate errors with it, I'll upload it here so you can have a look at it.
You're right, it does still work after removing the animplay entry.
I attached mine to attach point "overhead". You used an offset, which seems way more convenient, but the game divided your entry into 3 actor entries. Is there a way to fit the offset into the main stripper actor you made without creating the other entries?
The offset isn't mandatory, you can attach it to whichever attachment point you want, I just did that so it could fit the armory model properly. You should be able to use an actor event to simply change the height on actor creation, but I've always preferred using the siteops because you can change the X and Y axis as well.
If it works perfectly fine the way you want it to by removing the the actor event, I wouldn't fuss about changing how it works now. Actors can be really fickle sometimes.
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Anyone know what causes this problem? I put the hologram night elf on a building and it works fine, but gives this error:
Must assign a valid animation name when playing an anim. Message: CActorMsg[AnimPlay {} Stand PlayForever,DontResetOnUnhide].
Are you using the default doodad or have you altered it? If you're using the default, what's the name of the actor and I'll have a look at it?
new actor, type cactormodel, parent modeladdition. Model is type Cmodel, parent Oneshotspellfx, using holo_stripper.m3. All the actor does is create, then <On Terms="ActorCreation" Send="AnimPlay {} Stand PlayForever,DontResetOnUnhide"/>
Hmm, it's a bit hard to say just looking at that. You might have added on the extra animation play when the actors come with BSD animation by default. So it's getting two messages at once.
I've made up a little map which uses the armory as the host, I've gotten no immediate errors with it, I'll upload it here so you can have a look at it.
You're right, it does still work after removing the animplay entry.
I attached mine to attach point "overhead". You used an offset, which seems way more convenient, but the game divided your entry into 3 actor entries. Is there a way to fit the offset into the main stripper actor you made without creating the other entries?
@Ramboing: Go Good to hear :D
The offset isn't mandatory, you can attach it to whichever attachment point you want, I just did that so it could fit the armory model properly. You should be able to use an actor event to simply change the height on actor creation, but I've always preferred using the siteops because you can change the X and Y axis as well.
If it works perfectly fine the way you want it to by removing the the actor event, I wouldn't fuss about changing how it works now. Actors can be really fickle sometimes.