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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:
virtual void Player::setActionThread  	(   	U32   	 action,
		bool  	forward,
		bool  	hold = false,
		bool  	wait = false,
		bool  	fsp = false,
		bool  	forceSet = false
	)

#1
03/24/2008 (9:44 pm)
- forward determines whether the animation is played normally or in reverse
- 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.
#2
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.