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Skript Animating
Jay edited this page Jan 2, 2026
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1 revision
Important
You should be familiar with Animations and Frame Points before continuing
Valid Storage: local, mongo, mysql
set {_animation} to animation tagged "myanimation" from local storage#Create a linear animator
set {_animator} to linear animator using {_animation}
#Create a looping animator (Must manually be stopped)
set {_animator} to looping animator using {_animation}
#Play an animation on an active group
play animation on {_activegroup} using {_animator}
play animation on {_activegroup} using {_animator} starting at frame 3
#Play an animation on an active group for a player
play animation on {_activegroup} using {_animator} for {_player}
play animation on {_activegroup} using {_animator} starting at frame 7 for {_player}stop all animations on {_activegroup}
stop animation on {_activegroup} from {_animator} #Stop a specific animator's animations
stop packet animation on {_activegroup} from {_animator} for {_player}
stop all packet animations on {_animator} for {_player}#Play an animation frame on a active group
play frame with id 2 on {_activegroup} from {_animation}
#Play an animation frame on a active group (With manually changed duration and delay)
play frame with id 2 on {_activegroup} from {_animation} with duration 5 seconds and delay 0 ticks- Animation cameras exist for animations that had a camera created in its
BDEngineanimation.
#Make a player follow an animation's animation camera
play camera on {_activegroup} with {_animator} for {_player}
#Play an animation for a single player on a group and make only that player follow the camera
play packet animation on {_activegroup} with {_displayanimator} for {_player} and use camera
#Play an animation for given players on a group and make only those players follow the camera
play packet animation on {_activegroup} with {_displayanimator} for {_players::*} and use camera
#Stop a player's animation camera
stop animation camera for {_player}Frame points can only be retrieved from the on animation frame start or on animation frame end events
on animation frame start:
#Get the id of the frame involved in the event
set {_frameId} to the frame id
#Get the group involved in the event
set {_group} to event-group
#Get the frame involved in the event
set {_frame} to event-animationframe
#Get every frame point stored on this frame
set {_framePoints::*} to {_frame}'s frame points
#Get a single frame point with a given tag from a frame
set {_point} to frame point with tag "mypoint" from {_frame}
#Get the location where the point represents
set {_loc} to {_point}'s location relative to {_group}