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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 = 0.0 is an immediate cut. Values of 3–10 are smooth for most transitions.
  • Action names must exactly match those in the blend file.