Bully-Board
Bully Modding Section => Script Modding => LUA Scripting Help => Topic started by: battlecats on November 24, 2021, 04:33:58 PM
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As the subject says, I need help on figuring out how to make a node play after another one just finished. In the example below, I'm trying to make 3_05_Norton's taunt play after Norton finishes using his bearhug.
if PedIsPlaying(ped,"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BearHug",true) then
repeat
Wait(0)
until not PedIsPlaying(ped,"/Global/Actions/Grapples/Front/Grapples/GrappleMoves/BearHug",true)
PedSetActionNode(ped, "/Global/Norton/Offense/CombatTaunt/Taunt","Act/Anim/3_05_Norton.act")
end
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The way you're doing it seems to be fine.
Normally, I'd just do something like:
PedSetActionNode(ped, "/Global/Ambient/Scripted/Empty/EmptyNode/TrueEmptyNode", "Ambient.act")
repeat
Wait(0)
until not PedIsPlaying(ped, "/Global/Ambient/Scripted/Empty/EmptyNode/TrueEmptyNode", "Ambient.act", true)
PedSetActionNode(ped, "/Global/Ambient/Scripted/Empty/EmptyNode/TrueEmptyNode", "Ambient.act")
end
(I used basic nodes for the sake of the example.)
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I'm assume I should replace the PedSetActionNode at the top with PedIsPlaying(ped, [Node stuff here])?
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Not really unless you can't be certain he's already playing that animation.
I don't know what you're trying to do here.