Play Action
Type: Action
Category: ANIMATION
Plays an animation action on the object using Range Game Engine's playAction().
Properties
| Property | Type | Default | Description |
|---|---|---|---|
| Action | String | "action_name" |
Name of the action to play |
| Start Frame | Int | 1 |
Start frame |
| End Frame | Int | 60 |
End frame |
| Layer | Int | 0 |
Animation layer (0–7) |
| Priority | Int | 0 |
Layer priority (lower number = higher priority) |
| Blend In | Float | 0.0 |
Transition frames between animations |
| Play Mode | Enum | PLAY |
See modes in category index |
Sockets
| Socket | Direction | Type |
|---|---|---|
| In | Input | Exec |
| Out | Output | Exec |
Generated code
self.own.playAction('idle', 1, 60, layer=0, priority=0, blendin=0.0, play_mode=0)
Typical usage
Idle animation in wait state
[On State Enter: FSM ID="player", State="idle"]
└── On Enter ──► [Play Action:
Action = "player_idle"
Start Frame = 1
End Frame = 80
Play Mode = LOOP]
Shoot animation on separate layer
[Weapon Fire Executor] → [Play Action:
Action = "arms_shoot"
Layer = 1
Blend In = 2.0]
Death animation (play once)
[On State Enter: FSM ID="player", State="dead"]
└── On Enter ──► [Play Action:
Action = "player_die"
Play Mode = PLAY]
Notes
- Each animation layer plays its action independently. Higher layers may mask lower ones depending on armature configuration.
Blend In = 0.0is an immediate cut. Values of 3–10 are smooth for most transitions.- Action names must exactly match those in the blend file.