Animation Types
ListFormAnimationsAction
Defines an event that retrieves a list of animations for a given form or bot.
Members
address string
The address that the animations should be retrieved from.
playerId? string
The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.
taskId (string | number)
The ID of the async task.
type "list_form_animations"
The type of the event. This helps determine how the event should be applied to the state.
uncopiable? boolean
Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.
LocalPositionTweenAction
Defines an event that runs a position tween locally.
Members
botId string
The bot to run the tween on.
dimension string
The dimension that the bot should be tweened in.
duration number
The duration of the tween in seconds.
playerId? string
The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.
position object
The target position of the tween.
taskId (string | number)
The ID of the async task.
tweenType "position"
The type of the tween.
type "local_tween"
The type of the event. This helps determine how the event should be applied to the state.
uncopiable? boolean
Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.
LocalTweenAction
Defines an event that runs a tween locally.
Members
botId string
The bot to run the tween on.
dimension string
The dimension that the bot should be tweened in.
duration number
The duration of the tween in seconds.
playerId? string
The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.
rotation object
taskId (string | number)
The ID of the async task.
tweenType "rotation"
The type of the tween.
type "local_tween"
The type of the event. This helps determine how the event should be applied to the state.
uncopiable? boolean
Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.
StartFormAnimationAction
Defines an event that starts a given animation on a bot/bots.
Members
animationAddress? string
The address that the animations should be loaded from.
botIds string[]
The list of bot IDs that the animation should be run for.
clampWhenFinished? boolean
Whether the final animation values should be preserved when the animation finishes.
crossFadeDuration? number
The number of miliseconds that the animation should take to cross fade from the previous animation. If null, then this animation takes over immediately. Additionally, if no previous animation was playing then this animation takes over immediately.
crossFadeWarp? boolean
Whether to warp animation values during a cross fade.
fadeDuration? number
The number of miliseconds that the animation should take to fade in. If null, then the animation will not fade in.
initialTime? number
The time within the animation clip that the animation should start at in miliseconds.
loop? object
The options for looping the animation. If omitted, then the animation will play once and finish.
nameOrIndex (string | number)
The name or index of the animation that should be started.
playerId? string
The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.
startTime? number
The Unix time in miliseconds that the animation should start at.
taskId (string | number)
The ID of the async task.
timeScale? number
The rate at which the animation plays. 1 means the animation plays normally. 2 means the animation plays 2x as quickly. 0 means that the animation is paused.
type "start_form_animation"
The type of the event. This helps determine how the event should be applied to the state.
uncopiable? boolean
Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.
StartFormAnimationOptions
Defines an interface that contains a bunch of options for starting an animation.
Members
animationAddress? string
The address that the animations should be loaded from.
clampWhenFinished? boolean
Whether the final animation values should be preserved when the animation finishes.
crossFadeDuration? number
The number of miliseconds that the animation should take to cross fade from the previous animation. If null, then this animation takes over immediately. Additionally, if no previous animation was playing then this animation takes over immediately.
crossFadeWarp? boolean
Whether to warp animation values during a cross fade.
fadeDuration? number
The number of miliseconds that the animation should take to fade in. If null, then the animation will not fade in.
initialTime? number
The time within the animation clip that the animation should start at in miliseconds.
loop? object
The options for looping the animation. If omitted, then the animation will play once and finish.
startTime? number
The Unix time in miliseconds that the animation should start at.
timeScale? number
The rate at which the animation plays. 1 means the animation plays normally. 2 means the animation plays 2x as quickly. 0 means that the animation is paused.
StopFormAnimationAction
Defines an event that stops an animation on a bot/bots.
Members
botIds string[]
The list of Bot IDs that the animation should be stopped on.
fadeDuration? number
The number of miliseconds that the animation should take to fade out. If null, then the animation will stop immediately.
playerId? string
The ID of the player that created this task. Set by remote action handlers when a task is recieved from a remote player.
stopTime? number
The Unix time in miliseconds that the animation should be stopped at.
taskId (string | number)
The ID of the async task.
type "stop_form_animation"
The type of the event. This helps determine how the event should be applied to the state.
uncopiable? boolean
Whether the action can be structure cloned. If true, then the action should not be passed across message ports without special handling.