Rick Posted May 9, 2013 Posted May 9, 2013 I created a prefab of a player, where I attached the AnimationSequence script to it. Then in App.lua file I load the prefab in App:Start(). In App:Loop() I call it like: self.player.animationmanager:SetAnimationSequence(1, 30, 200) Where self.player is the prefab I loaded. I get an error when this function is called saying self.animations doesn't exist. The Script:Start() does get called, which creates the self.animations table, so not sure why the table isn't there when SetAnimationSequence() gets called, but seems it's somehow not. Seems like the scripts variables don't hold after Script:Start() for some reason. Quote
AggrorJorn Posted May 14, 2013 Posted May 14, 2013 Can you post an example of this Rick? I will have a look at it. Quote
Rick Posted May 20, 2013 Author Posted May 20, 2013 What sucks is that I always have models that I've purchased in the game so I can't just give the project out, and those are the only models I have that have animations. I would just say the steps to reproduce would be. 1) Add a model that has animations and has the animations broken out 2) Add the model to a scene 3) Attach the animationmanager script to that model 4) Save as prefab 5) In lua code load the prefab (Prefab:Load()) 6) Access the animationmanager via prefab.animationManager:SetAnimationSequence(1, 30) and you'll see it blow up Quote
AggrorJorn Posted May 20, 2013 Posted May 20, 2013 I will try it out. Is it just a Lua only? or an entity script while using X++? Quote
AggrorJorn Posted May 20, 2013 Posted May 20, 2013 After some testing together with Rick, I to have the same problem. if you add self.animations = {} to the SetSequence Function in the animation manager, it just skips on to the next variable that it can not find. Quote
Rick Posted May 24, 2013 Author Posted May 24, 2013 Not sure if Josh fixed this in the most recent update or not. Will have to test again. Quote
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