The first "Walk" term in the AnimPlaying condition refers to the arbitrary name given to each animation object. Make sure this name actually is "Walk" for the forced walk animation (which I assume you cause via trigger).
If that doesn't help, try something like a Signal event in the actor that plays the animation (Signal*"walknow"->AnimPlay "Walk" (arbitrary name) Walk (sequence name) PlayForever); send the Signal "walknow" via trigger. If this works the actor doesn't recognise the AnimName term from the trigger (probably out of scope)
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The first "Walk" term in the AnimPlaying condition refers to the arbitrary name given to each animation object. Make sure this name actually is "Walk" for the forced walk animation (which I assume you cause via trigger).
If that doesn't help, try something like a Signal event in the actor that plays the animation (Signal*"walknow"->AnimPlay "Walk" (arbitrary name) Walk (sequence name) PlayForever); send the Signal "walknow" via trigger. If this works the actor doesn't recognise the AnimName term from the trigger (probably out of scope)