It'll be in after the upcoming Patch adding new stuff to SRIV LUA.Dam that was fast Idol, mission replay going to be in with next version I guess?
Always happy to help
Funny thing is that I just recently added this to a bind haha.
Code:-- CONFOUND IT, MY TOE action_play_non_blocking(LOCAL_PLAYER, "m02 Stub Toe") convo_start(SandboxPhrases.stubbed_toe) audio_object_post_event("m02_LT_Laugh_02", nil, nil, LOCAL_PLAYER) repeat thread_yield() until action_play_is_finished(LOCAL_PLAYER, 0.90) player_controls_enable(LOCAL_PLAYER)
action_play(LOCAL_PLAYER, "m02 Stub Toe")
After testing the zombie spawn function in Sandbox+ build 13, the animation of the corpses
After testing the zombie spawn function in Sandbox+ build 13, the animation of the corpses
were just like the far right ones...standing still with their arms apart, and showing no actual
zombie-like animations or attacks. Any idea why?
You forgot to include your SandboxPhrases table variable and what value you have assigned to stubbed_toe
convo_start(SandboxPhrases.stubbed_toe)
This also fails to play the animation and locks the controls:
action_play_non_blocking(LOCAL_PLAYER, "m02 Stub Toe")
Did you need to add an anim to preload?
EDIT:
Adding the animation to preload worked. Also, you don't need any of the thread yield stuff or the non-blocking version of the function. This will play the animation and automatically give control back to the player when finished:
Code:action_play(LOCAL_PLAYER, "m02 Stub Toe")
-- CONFOUND IT, MY TOE
action_play(LOCAL_PLAYER, "m02 Stub Toe")
convo_start(SandboxPhrases.stubbed_toe)
audio_object_post_event("m02_LT_Laugh_02", nil, nil, LOCAL_PLAYER)
SandboxPhrases = {
stubbed_toe = {
name = "m02_stubbed_toe",
player_talks = true,
handle = INVALID_CONVERSATION_HANDLE,
convo_thread = INVALID_THREAD_HANDLE,
max_wait_seconds = 5,
timer_thread = INVALID_THREAD_HANDLE,
priority = CONVO_PRIORITY_HIGH,
persona_line = true,
speaker_name = LOCAL_PLAYER,
},
}
Damn no morph yet
It'll be in after the upcoming Patch adding new stuff to SRIV LUA.