GSC reference › Built-in
StopAnimScripted()
Built-in (engine)
Server
Called on: entity
Halts animscript on this entity.
Signature
<entity> StopAnimScripted([blend], [ImmediateStop])
Called on an entity: entity StopAnimScripted(...)
Parameters
| Name | Required? | Details |
|---|---|---|
| blend | Optional | The blend out time for the animation |
| ImmediateStop | Optional | Stop the animation immediatly on the client side (no client/server time sync) |
Example (from Treyarch's docs)
self StopAnimScripted()
Real uses in BO3's scripts
Called 76 times in the decompiled scripts. A few, zombies first:
- scripts/zm/_zm_ai_faller.gsc, line 424
self stopanimscripted(); - scripts/zm/_zm_ai_monkey.gsc, line 1851
self stopanimscripted(); - scripts/zm/_zm_weap_beacon.gsc, line 1077
self stopanimscripted(0); - scripts/zm/_zm_weap_cymbal_monkey.gsc, line 618
ent_model stopanimscripted(); - scripts/zm/_zm_weap_keeper_skull.gsc, line 358
ai_zombie stopanimscripted(0.3);
Related built-ins
- AnimScripted()Runs an animscript on an entity.
- IsPlayingAnimScripted()Returns true if the entity is playing in scripted animation.
- 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.
New to GSC?
Start with the basics, or paste a compile error to get the fix.
Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).