Animated sprite sequencing problems
Posted: Sat May 06, 2023 3:20 pm
The animator on the portrait image works and will animate, but will not change with any sequencer commands. I followed a different forum post and used the Dialogue manager's default sequence to type in AnimatorPlay(Talking, speakerportrait); AnimatorPlay(Idle, speakerportrait)@{{end}} but was returning errors about not being able to switch states, but after trying to replicate it for a screenshot it returns no errors and does nothing. I then tried having it use animator triggers to switch states with AnimatorTrigger(istalking); AnimatorTrigger(stoptalking)@{{end}}
It will show that it is triggering a state change for the first one but not the second one but it won't actually change states and will only animate whichever one is the default state. I have a hard time understanding C# and regular coding so I normally use visual scripting. I just want to have the NPC animate talking at the start of each NPC dialogue node, and then switch to an idle state after each NPC dialogue node.
It will show that it is triggering a state change for the first one but not the second one but it won't actually change states and will only animate whichever one is the default state. I have a hard time understanding C# and regular coding so I normally use visual scripting. I just want to have the NPC animate talking at the start of each NPC dialogue node, and then switch to an idle state after each NPC dialogue node.