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Field Researcher
Original Poster
#1 Old 19th Jul 2007 at 12:28 PM
Default Anim event trees - parameters?
When an animation runs its own event tree, where do those parameters come from/passed from? Are they in the animation file themselves? Or are they come from all those temp files; or is it different per animation? I'm dissecting the reaction animations and they have an event tree that says "Event - Loop/stop".

I am trying to get my head around the reaction animations. Ultimately, I'm trying to find out how to loop an overlay without getting the error message that tells me I've repeated an animation 3 times. See, I want to somehow get the sims face to stay still so it looks like they are dead in the coffin.

Any help is much appreciated
Retired Duck
retired moderator
#2 Old 19th Jul 2007 at 12:44 PM
0 Event tag (or ID).
1 Stack object when Animate Sim was called.
2 % complete
3 Number of loops left
4 Cancelled flag: 0 = not cancelled; 1 = cancelled.

At least, that's what my notes say!

In your case you want param 0x0000, which is the event tag. You can specify your own tags in the _ANIM file if you want, but all animations have a default three which you can always use:
0x270D = Start of blend out
0x270E = End of loop
0x270F = End of animation

So if you set the first line in the event function to:
Expression (Param 0x0000 == Const 0x0124:0x02 (Value: 0x270F))
Then point false to false and true to the rest of your function, then the rest of the function will only run when the original animation finishes. If you start a new overlay at that point then it follow on from the first and you won't get the "3 times" error.

There's a dead simple example of this technique for looping sim overlays in my trainset object if you want to sneak a peek - "Event - Next move sim".

Good luck!
Field Researcher
Original Poster
#3 Old 19th Jul 2007 at 12:52 PM
Thank you very much, Echo. This is quite useful. Oh, and I just read your sticky on overlays and how they have looping problems. A little common sense and I should have realised that since, when testing, overalys continue even after the interaction is over. Again useful

Well I'm off to download your train set hehe.
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