Skip to content

Arguments

Input field

Right click the animation and go to properties.
The arguments have to be in Anim Time Update Variable

trigger syntax

Argument types

  • Trigger -t

    Play an animation using a trigger event. Example: -t MOVING
    Find all values here.

  • Probability -p

    Play a random entry from a pool of animations with the same trigger.
    A number must be specified to indicate how often the animation will be thrown in a pool.
    A random animation is then taken from this pool. Example: -p 5

  • Force -f

    Use this argument to cancel the previous animation and play the new one instead. Example: -f true

  • Queue -q

    Add the animation to a play-queue. It will play right after the end of the current animation. Example: -q true

  • Speed -s

    Speed up the animation when another animation is waiting in the queue. If you set the speed to -s 2 the animation will play twice as fast when another animation is added to the queue.

  • Condition -c

    List of requirements that has to match that the animation triggers
    If you set the condition to -c MOTION_FORWARD then it will only trigger if the player is walking forward.
    Currently available conditions: MOTION_FORWARD, MOTION_BACKWARDS, NO_MOTION, SNEAKING, NOT_SNEAKING, IN_WATER, NOT_IN_WATER, ON_GROUND, IN_AIR

Examples

-t IDLE -p 5 -f true
The animation is played when the player is idle. Also, a random number is drawn, so this animation covers 5 of those drawn numbers.
If an animation is already playing then it will be cancelled first.

-t START_MOVING -q true
The animation is played when the player starts moving.
If an animation is already playing then it will be finished first.

-t START_MOVING
The animation is played when the player starts moving.
Nothing will happen if an animation is already playing.

-t IDLE -s 10
The animation is played when the player is idle.
For example, because the animation is very long, it should end quickly when another animation is waiting in the queue.
With the speed parameter the animation will be played 10x as fast as soon as another animation is waiting.