local scn = nil
function scene_change()
if not game.CurrentScene:isEmpty() and game.CurrentScene:getName() ~= scn then
scn = game.CurrentScene:getName()
game.CurrentCharacter.CharacterCurrentOutfit.OutfitRandomMinTime = 10000
game.CurrentCharacter.CharacterCurrentOutfit.OutfitRandomMaxTime = 20000
end
end
registerEventHandler("mainLoop", "scene_change")
Hello,Your method is valid too. Mine is a bit more global, but the less system intensive method would probably be to add the random min/max time changes into the first frame of each & every random animation - like you said. In our case, we have quite a lot of random animations so I used my method to save some time.you can overwrite the RandomMinTime and RandomMaxTime values in the outfit via lua, but these dont get saved in the save files, so you may need to change them in the first frame of a started random animation:Characters["charname"].CurrentOutfit.RandomMaxTime = XXX (integer)Characters["charname].CurrentOutfit.RandomMinTime = XXX (integer)Edit: Damn, should go to lunch while posting xD
it has to be a definition script