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CS Anim Skip
The CS_Anim_Skip command seeks the animations of nodes in the game world to another position, without starting or pausing them. The new position stays within the current loop. An AnimationTree state can't be skipped. 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. Time Description: The position playback seeks to within the current loop. A paused or held entry seeks to the new position without starting. Values: • Number of seconds or timestamp: An absolute position, such as 4.5 or 01:30. • +N / -N: Seek forward or backward by N seconds, or by a timestamp, such as +5. • f=N: Frame N, counted on the animation's keyframes, otherwise at FPS. • f+N / f-N: Seek forward or backward by N frames from the current frame, counted on the animation's keyframes, otherwise at FPS. Frames are counted rather than converted to a time, so the result stays exact when frames aren't evenly spaced. • 0 or empty: The start. 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.