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CS Anim Stop
The CS_Anim_Stop command stops the animations of nodes in the game world on a specific frame, or resets them with their RESET animation. 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. Stop_Frame Description: Where the animation stops. On an AnimationTree, -1 travels to its Idle state, and any other value, including Clear, deactivates it. Values: • Clear or X (case-insensitive): Play the RESET animation of the animation's library, or the player's own RESET animation, if one exists, then stop. • 0: Stop on the current frame. • -1: Stop on the last frame. • Positive number: Stop on that frame, counted from 1. An animation's frames are its keyframes. • Empty: 0. Loops Description: Stops the playback once it has played this many loops, counted from its start, rather than at once. It replaces the Loops and Duration of the Line that started the playback, and the playback then stops on this Line's Stop_Frame. The Dialogue doesn't wait for it. A point that has already passed stops the playback at once, where it is; so does media that isn't playing (held by a Loops of 0, finished or already stopped). Values: • Empty or null: No loops: stop at once, unless Duration is set. • 0 or a positive number: The number of loops, counted from the start of the playback. Duration Description: How long the playback continues after those loops before it stops, counted on playback, as the Duration of a Play command is: paused time doesn't count. With an empty Loops, it counts from the start of the playback. Values: • Number of seconds: Such as 2.5. • Timestamp: In the format SS.xx, MM:SS.xx or HH:MM:SS.xx, such as 01:30.5. • f=N: N frames, counted on the animation's keyframes, otherwise at FPS. • 0, null or empty: No duration: Loops alone decides. FPS Description: The frame rate at which an f= Duration is counted. Values: • Frames per second: Such as 12. • Empty: The default frame rate, default_effect_fps.