Table of Contents Animation Event Operator Arguments Animation Events Example Animation Event Triggers when a given animation event (find argument) is played. This event is used for animation events (e.g. jump), if you're looking for an event that uses specific animation sequences (e.g. jump_pistol) see sequence name. Operator Any string operator. Arguments nametypedescription time number For how many seconds should the event be active after triggering. Default is 0.1 find string Animation event to look for. List below. Animation Events namedescription attack primary Using primary attack on a weapon. Does NOT work with Physics / Gravity Gun. reload Reloading a weapon jump Jumping cancel reload Switching weapons Click to show “broken” events. Events bellow don't seem to work. If you know how to use them move them to the table above. attack secondary Using secondary attack on a weapon. Can't get it to work?? attack grenade Grenade throw Can't get it to work?? reload loop ??? reload end ??? swim Swimming Can't get it to work?? die Dying Can't get it to work?? flinch chest ??? flinch head ??? flinch leftarm ??? flinch rightarm ??? flinch leftleg ??? flinch rightleg ??? double jump ??? cancel ??? spawn Spawning Can't get it to work?? snap yaw ??? custom ??? custom gesture ??? custom sequence ??? custom sequence gesture ??? Example Set the event to animation_event, operator to find, find to jump, time to 2. The event will trigger and stay active for 2 seconds whenever you jump. Download: event_animation_event.txt ← Go back to Event Events ButtonCollideCommandIs TouchingRangerTimerx Last modified: 3 years ago(external edit) Log In