playanim
The playanim
script command is used to play an animation for an entity.
Usage
playanim [-123lnpe] <animslot> [e?command...]
playanim [-123p] none
Context: Any Entity
Flags:
-1
: Set the animation for the first animation layer - this is the default
-2
: Set the animation for the second animation layer
-3
: Set the animation for the third animation layer
-l
: Loop the animation
-n
: Do not interpolate from the current animation
-p
: Set an animation on the player instead of the calling entity
-e
: Execute a command after the animation completes
Parameters:
Parameter | Type | Description |
---|---|---|
animslot |
string |
The animation slot to kill |
command (requires -e ) |
command |
A command to execute after the animation completes |
ℹ️ The delayed command specified using the -e
flag is added as a hidden which can be cancelled using timer kill_local
if playanim
was called from the entity instance script. If the animation is cancelled the command will still be executed at the time the animation would have finished.
Animation slots
The animation for each slot is set using loadanim
.
The following animation slots are supported:
wait
wait2
walk
walk1
walk2
walk3
walk_backward
walk_ministep
wait_short
walk_sneak
action
action1
action2
action3
action4
action5
action6
action7
action8
action9
action10
hit1
hit
hold_torch
hit_short
strike1
strike
shield_start
shield_cycle
shield_hit
shield_end
strafe_right
strafe_left
strafe_run_left
strafe_run_right
die
dagger_ready_part_1
dagger_ready_part_2
dagger_unready_part_1
dagger_unready_part_2
dagger_wait
dagger_strike_left_start
dagger_strike_left_cycle
dagger_strike_left
dagger_strike_right_start
dagger_strike_right_cycle
dagger_strike_right
dagger_strike_top_start
dagger_strike_top_cycle
dagger_strike_top
dagger_strike_bottom_start
dagger_strike_bottom_cycle
dagger_strike_bottom
death_critical
run
run1
run2
run3
run_backward
talk_neutral
talk_angry
talk_happy
talk_neutral_head
talk_angry_head
talk_happy_head
bare_ready
bare_unready
bare_wait
bare_strike_left_start
bare_strike_left_cycle
bare_strike_left
bare_strike_right_start
bare_strike_right_cycle
bare_strike_right
bare_strike_top_start
bare_strike_top_cycle
bare_strike_top
bare_strike_bottom_start
bare_strike_bottom_cycle
bare_strike_bottom
1h_ready_part_1
1h_ready_part_2
1h_unready_part_1
1h_unready_part_2
1h_wait
1h_strike_left_start
1h_strike_left_cycle
1h_strike_left
1h_strike_right_start
1h_strike_right_cycle
1h_strike_right
1h_strike_top_start
1h_strike_top_cycle
1h_strike_top
1h_strike_bottom_start
1h_strike_bottom_cycle
1h_strike_bottom
2h_ready_part_1
2h_ready_part_2
2h_unready_part_1
2h_unready_part_2
2h_wait
2h_strike_left_start
2h_strike_left_cycle
2h_strike_left
2h_strike_right_start
2h_strike_right_cycle
2h_strike_right
2h_strike_top_start
2h_strike_top_cycle
2h_strike_top
2h_strike_bottom_start
2h_strike_bottom_cycle
2h_strike_bottom
missile_ready_part_1
missile_ready_part_2
missile_unready_part_1
missile_unready_part_2
missile_wait
missile_strike_part_1
missile_strike_part_2
missile_strike_cycle
missile_strike
meditation
cast_start
cast_cycle
cast
cast_end
crouch
crouch_walk
crouch_walk_backward
crouch_strafe_left
crouch_strafe_right
crouch_start
crouch_wait
crouch_end
lean_right
lean_left
levitate
jump
jump_anticipation
jump_up
jump_cycle
jump_end
jump_end_part2
fight_walk_forward
fight_walk_backward
fight_walk_ministep
fight_strafe_right
fight_strafe_left
fight_wait
grunt
u_turn_left
u_turn_right
u_turn_left_fight
u_turn_right_fight