This can look like this:
Code: Select all
AnimatorPlay(WALK_S, LEVEL_ARCHITECTURE/LEV_ELEM_00a/PLAYGROUND/SEQUENCES/Soldier_Sequence_Start/Actors/Female_Soldier/Female_Soldier_Sprite); MoveTo(WP_Plant, Female_Soldier, 1.75); AnimatorPlay(ATTACK, Female_Soldier_Sprite)@1.75; AnimatorPlay(ATTACK, Female_Soldier_Sprite)@2.25; SetActive(LEVEL_ARCHITECTURE/LEV_ELEM_00a/PLAYGROUND/SEQUENCES/Soldier_Sequence_Start/Actors/Ballon_Pop_effect_cs, true)@2.5; SetActive(LEVEL_ARCHITECTURE/LEV_ELEM_00a/PLAYGROUND/SEQUENCES/Soldier_Sequence_Start/Actors/Balloon00, true)@2.75; Parent(LEVEL_ARCHITECTURE/LEV_ELEM_00a/PLAYGROUND/SEQUENCES/Soldier_Sequence_Start/Actors/Female_Soldier, LEVEL_ARCHITECTURE/LEV_ELEM_00a/PLAYGROUND/SEQUENCES/Soldier_Sequence_Start/Actors/Balloon00, true)@3.5; AnimatorPlay(HANG2BALLON, LEVEL_ARCHITECTURE/LEV_ELEM_00a/PLAYGROUND/SEQUENCES/Soldier_Sequence_Start/Actors/Female_Soldier/Female_Soldier_Sprite)@3; MoveTo(WP_Plant, Sargent, 1)@5; MoveTo(WP_Plant, Male_Soldier, 1)@4.5; AnimatorPlay(WALK, Sargent, 1)@4.5; AnimatorPlay(WALK, Male_Soldier, 1)@4.5; FlipObject(Sargent_Sprite)@4.5; CustomFader(ScreenBlackOutIn, 2, 1)@5; required GoToNextCinTarget(CameraSequence)@6; SendMessage(StopConversation,,Play_SpecialMovement)@7; required PersistentSetActive(Soldier_Sequence_Start, false)@8; Continue()@7.1; required SetActive(JS_sfx_rescue_begins_rope_snap, true)@2.5; required SetActive(JS_mus_rescue_begins_ducks_volume, false)@8;
So, I was thinking about if there is a way to find all the objects on start so all the assignments would happen when the level is loaded and not at the very frame the object is needed.
Any help is appreciated.