GSC reference › Built-in
IsPlayingAnimScripted()
Built-in (engine)
Server
Called on: entity
Returns true if the entity is playing in scripted animation.
Signature
<entity> IsPlayingAnimScripted()
Called on an entity: entity IsPlayingAnimScripted(...)
Returns
Returns true if the entity is playing in scripted animation.
Example (from Treyarch's docs)
if(player IsPlayingAnimScripted())
Real uses in BO3's scripts
Called 21 times in the decompiled scripts. A few, zombies first:
- scripts/zm/_zm_ai_thrasher.gsc, line 826
if(isdefined(zombie) && isalive(zombie) && zombie isonground() && zombie.archetype == "zombie" && !zombie isplayinganimscripted() && zm_u... - scripts/zm/_zm_weap_keeper_skull.gsc, line 356
if(ai_zombie isplayinganimscripted()) - scripts/shared/_oob.gsc, line 201
if(isactor(clone) && isdefined(clone.isaiclone) && clone.isaiclone && !clone isplayinganimscripted()) - scripts/shared/scene_shared.gsc, line 185
if(!entity isplayinganimscripted()) - scripts/shared/vehicleriders_shared.gsc, line 475
if(entity isplayinganimscripted())
Related built-ins
- AnimScripted()Runs an animscript on an entity.
- StopAnimScripted()Halts animscript on this entity.
- EndExtraCamAnimScripted()Ends the extracam camera script on a player.
- CamAnimScripted()Plays the camera script on a player.
- EndCamAnimScripted()Ends the camera script on a player.
- ExtraCamAnimScripted()Plays the camera script on an extracam player.
- GetCurrentAnimScriptedName()Get current frame for the given animation when its running.
- SetHideonClientWhenScriptedAnimCompleted()Hides the entity on the client side onces its scripted animation ends
- SetHideWhenScriptedAnimationCompleted()When playing a scene this will hide the entity when the scripted animation ends on it.
- UseAnimTree()Sets the anim tree for the entity
- ClearAnim()Sets an animation's goal weight (and the goal weights of all of its descendents) to zero over the specified time.
- SetAnim()Restart": These functions cause the animation to restart.
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Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).