I am trying to use a transition from my idle state to an idle_smoking state. Thus if the NPC is idle for the duration of "idle" then the player will start to smoke. This way when the player is talking he doesn't immediately go to start smoking again. The issue I have is that AC is constantly trying to run the animation that the character is on. So if the character is supposed to be idle the moment the transition goes to idle_smoking it gets set right back to idle and thus the player never smokes.
If I remove the idle animation from the NPC script then the character does not continue to talk between speeches because the talk animation is not set to loop. If I set the animation to loop then he keeps talking even on a single character speech action.
What is the reasoning behind constantly calling to animate the NPC besides calling it once and waiting for the next state to call for a different animation? If this were the case then we could use transitions. Am I missing something here?
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