Scripted trigger
(0)Action_WaitForEvent
(1)Action_PlayAnim
(2)"whatever the heck you want :P "
//=============================================================================
// Dancer.
//=============================================================================
class dancer extends Decoration;
#exec texture IMPORT NAME=dancerbody FILE=Textures\Dancer_body_2.dds
#exec DECAANIM IMPORT ANIM=Dances ANIMFILE=models\dances.PSA COMPRESS=1
#exec ANIM SEQUENCE ANIM=Dances SEQ=s_cheer2 GROUP= RATE=20.000000
#exec DECAANIM DIGEST ANIM=Dances VERBOSE USERAWINFO
#exec DECAMESH MODELIMPORT MESH=Dancer MODELFILE=models\dancer2.PSK
#exec DECAMESH ORIGIN MESH=Dancer X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0
#exec DECAMESH scale MESH=Dancer X=1.0 Y=1.0 Z=1.0
#exec DECAMESH DEFAULTANIM MESH=Dancer ANIM=dances
#exec DECAMESH SETTEXTURE MESH=Dancer NUM=0 TEXTURE=Dancer_body_2
#exec DECAMESH SETTEXTURE MESH=Dancer NUM=1 TEXTURE=Dancer_body_2
simulated function PostBeginPlay()
{
LoopAnim('s_cheer2');
Super.PostBeginPlay();
}
Tried this some time ago, but looping the animation didn't work.then what you can do is when you want to trigger the animation just use the scripted trigger and the action you will be looking for is Action_PlayAnim