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CS Anim Pause
The CS_Anim_Pause command pauses the animations of nodes in the game world, either until a CS_Anim_Resume or for a set number of Lines. Instead of freezing, playback can repeat a segment until it resumes, which is called a pause loop. An AnimationTree is paused by deactivating it, and doesn't support pause loops. Keys Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions. Targets Description: The nodes the command acts on. Each key identifies a node, and its value is a Dictionary of settings for that node (see below), or an empty Dictionary for none. The Engine reports an entry it can't find and skips it, without affecting the others. Values: • Container/Name: A node inside one of the containers listed in the Engine's cs_paths, such as Actors/Hero for the node Hero in the Actors container. The name can be a longer path, such as Actors/Hero/Hat. • Container/°role: The node named after the Actor assigned to that Role, such as Actors/°guard. A Role always needs its container. • Node path: A path relative to the Engine, or an absolute path such as /root/Game/Hero. • ¢ expression: Can also return the node itself, such as ¢$Level/Hero (a path from the Engine). Target Settings Each target in Targets accepts the following keys. Node Description: The node inside the target that the command controls. Values: • Internal node key: A key of the target's internal_node_dict. • Node path: A path relative to the target. • Empty: The target itself if it is an AnimationPlayer or an AnimationTree, otherwise its child named AnimationPlayer or AnimationTree. Lines Description: The number of Lines after which the pause ends automatically, counted by the Engine that issued the pause. While a Lines count is active, waits on the entry don't delay the Dialogue, since the Lines couldn't advance while it waited. Values: • Positive number: Resume after that many Lines. • 0 or -1: Stay paused until a CS_Anim_Resume. All Description: Which Lines count toward Lines. Values: • 0: Only the Spoken_Lines that are displayed. • 1: Every Line, whatever its command. Pause_Loop_Start Description: Instead of freezing, a paused entry can repeat a segment of itself until it resumes, which is called a pause loop. This key sets where the segment starts. If both Pause_Loop_Start and Pause_Loop_End are empty, there is no loop and the entry pauses without looping. If the pause point is inside the segment, playback continues to the segment's end before the first repeat; otherwise, it jumps to the segment's start. While it loops, the entry still counts as paused for waits, Lines counts and Dialogue suspension. Values: • Number of seconds or timestamp: An absolute position in the media, such as 4.5 or 00:04.5. • +N / -N: N seconds after or before the pause point, such as +2 or -00:01.5. • f=N: Frame N, counted on the animation's keyframes, otherwise at FPS. • f+N / f-N: N frames after or before the frame displayed at the pause point, counted on the animation's keyframes, otherwise at FPS. • Empty or null: The pause point. Pause_Loop_End Description: Where the pause loop's segment ends (see Pause_Loop_Start). A segment that ends before it starts is reported, and the entry pauses without looping. Values: • Number of seconds or timestamp: An absolute position in the media, such as 4.5 or 00:04.5. • +N / -N: N seconds after or before the pause point, such as +2 or -00:01.5. • f=N: Frame N, counted on the animation's keyframes, otherwise at FPS. • f+N / f-N: N frames after or before the frame displayed at the pause point, counted on the animation's keyframes, otherwise at FPS. • Empty or null: The pause point. Pause_Loop_Resume Description: How the entry resumes after its pause loop. The value is case-insensitive. A CS_Anim_Resume can override it; when a Lines count runs out, this value applies. Values: • Return: Resume immediately, from the pause point. • Continue: Resume immediately, from the loop's current position. • Finish_Return: Resume once the loop reaches its end, from the pause point. • Finish_Continue: Resume once the loop reaches its end, continuing from there. • Empty or null: Return. FPS Description: The frame rate at which f= values are counted in animations that have no frames of their own. An animation's frames are the keys of its most-keyed discrete track, or its step value. Values: • Frames per second: Such as 12. • Empty: The default frame rate, default_effect_fps.