Player::setActionThread() booleans
by Bullitt Sesariza · in Torque Game Engine · 03/24/2008 (7:27 pm) · 3 replies
Can anybody explain what the booleans in Player::setActionThread() method are for? I searched the TDN but didn't find any explanation. Thanks in advance.
AFAIK the method itself is:
AFAIK the method itself is:
virtual void Player::setActionThread ( U32 action, bool forward, bool hold = false, bool wait = false, bool fsp = false, bool forceSet = false )
#2
forceSet forces the animation to play. If you trying to play the same animation twice, I believe it will fail unless you force it to play.
03/25/2008 (7:28 am)
fsp is Animate on Server, obviously. For collision, perhaps?forceSet forces the animation to play. If you trying to play the same animation twice, I believe it will fail unless you force it to play.
#3
03/25/2008 (6:51 pm)
OIC. Thanks guys. FYI, I'm making my own custom player derived from the player class. And I just make my own updateMove & updatePos and thus calling setActionThread inside those methods myself.
Torque 3D Owner Robert Blanchet Jr.
- hold will, on non cyclic animations, keep the last frame of the animation instead of returning to the root pose
- wait will prevent a newer action animation from overriding this one, until it is done playing
I'm not sure about the last two.