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Other Clockwork breaks Entity:ResetSequence?

Discussion in 'Development' started by WestCoastKillers, Apr 15, 2018.

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  1. WestCoastKillers

    WestCoastKillers all links to the manifesto Clockwork Customer Active Member

    I'm working on a plugin that includes forcing some NPCs to use different animations (lying, siting, etc) and I find that using ResetSequence in singleplayer works perfectly, but on Clockwork the animation will play for a split second before snapping back to the "default" animation. The NPC I am using as a base is just the gman npc since I don't want it to move, or do much of anything other than animate.

    Here is a video of what happens when I try and create the NPC. Whenever the NPC jumps up and changes models, that's just me pressing a bind which deletes it and replaces it with a new NPC.


    Code:
    -- after the NPC has been created, its model, position, angles and skin set.
    local animTable = {
       "sit_ground",
       "sniper_victim_post",
       "lying_down",
       "injured3",
       "injured1"
    };
    
    local sequence = zombie:LookupSequence(table.Random(animTable));
    
    if (sequence) then
       zombie:ResetSequence(sequence);
    end;
    
    any ideas? am I fucking up horribly?
     
    • Funny Funny x 1
    Last edited: Apr 15, 2018
  2. WestCoastKillers

    WestCoastKillers all links to the manifesto Clockwork Customer Active Member

    @Aberidius @redcatjack @robot thread can be locked. Fixed my issue by using:
    Code:
    entity:SetSchedule(SCHED_WAIT_FOR_SCRIPT);
    I guess I was just being dumb lol
     
    Last edited: Apr 23, 2018

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