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Question by mostpured · Sep 18, 2012 at 07:34 PM · animationmovementgundelayidle

Gun Animations Aren't Playing Right Away?

Basically I have a script that plays its animation according to the buttons being pressed. For example,

Doing not$$anonymous$$ng = Idle Animation Walking = Walking Animation Walking + Sprint = Sprint Animation

The script works perfectly, The only Problem is that whenever i go from walking or sprinting to Idle, The walking or sprint animation continues to play for a brief sec or so and THEN changes to the idle Animation. T$$anonymous$$s only happens when i go to the Idle animation. I want it to changes instantly, like it does from walking to sprinting or vice versa.

Heres my script :

var PlayerState : float; var PlayerAnimSec : GameObject; var PlayerMotor : CharacterMotor; var WalkingSpeed : float = 6; var SprintSpeed : float = 9;

 function Update (){
 
 PlayerStateController();
 PlayerAnims();
 }
 
 
 
 function PlayerStateController(){
 
     if((Input.GetAxis("Vertical") !=0 || Input.GetAxis("Horizontal") !=0)){
     
     if(Input.GetButton("Sprint")){
     
         PlayerState = 2;
     
     }else{ PlayerState = 1;}
 
 }else{ PlayerState = 0;}}
 
 
 function PlayerAnims(){
 
 if (PlayerState == 0){
 
     PlayerAnimSec.animation.CrossFade("IdleAnimation", 0.4);
 
 }
 
 if (PlayerState == 1){
 
     PlayerAnimSec.animation.CrossFade("WalkingAnimation", 0.4);
     
     PlayerMotor.movement.maxForwardSpeed = WalkingSpeed;
     PlayerMotor.movement.maxBackwardsSpeed = WalkingSpeed;
     PlayerMotor.movement.maxSidewaysSpeed = WalkingSpeed;
     
     
 
 } if (PlayerState == 2){
 
     PlayerAnimSec.animation.CrossFade("SprintAnimation", 0.4);
     
     PlayerMotor.movement.maxForwardSpeed = SprintSpeed;
     PlayerMotor.movement.maxBackwardsSpeed = SprintSpeed - 2;
     PlayerMotor.movement.maxSidewaysSpeed = SprintSpeed;
     
 }
 }

Thanks for the help!

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Answer by CaioRosisca · Sep 19, 2012 at 01:13 AM

I'm not sure how to solve it, but here is my guess. What I t$$anonymous$$nk that could be happening is that you are playing the animations over and over again, as it's been called on Update(). A simple way to solve it would be to check is the animation isn't already playing before telling it to start playing. Like:

 if (PlayerState == 0){
     if(!PlayerAnimSec.animation.IsPlaying("IdleAnimation"){
         PlayerAnimSec.animation.CrossFade("IdleAnimation", 0.4);
      }
 }

Just make sure I got the right sintax.. Hope that helps, it's just a guess.

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Answer by CinkoNaap · Sep 24, 2012 at 01:19 AM

The second parameter of CrossFade is a fade length. There's a pretty big chance that if you set t$$anonymous$$s to 0.0F ( means 0sec ), it will fade instantly

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