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Question by General-Troll · Mar 02, 2015 at 03:08 AM · animationaifreezeframe

All AI animations stop on first frame

So, I'm experiencing a big problem with my game. I have about 4 animations assigned to my soldier enemy (Standing[idle], StandingAim[lookat], StandingFire[attack], RunAim[chase]). Every time I get the soldiers to play an animation other than Standing, the enemy will do what it is supposed to, but the animations will only play the first frame. Code: var Distance; var Target : Transform; var lookAtDistance = 25.0; var chaseRange = 15.0; var attackRange = 4; var moveSpeed = 5.0; var Damping = 6.0; var attackRepeatTime = .32; var Effect : Transform; var TheDammage = 40; var shooting = false; var Enemy : Transform; private var attackTime : float;

 var controller : CharacterController;
 var gravity : float = 20.0;
 private var MoveDirection : Vector3 = Vector3.zero;
 
 function Start ()
 {
     attackTime = Time.time;
     Enemy.animation.wrapMode = WrapMode.Loop;
 }
 
 function Update ()
 {
     Distance = Vector3.Distance(Target.position, transform.position);
     
     if (Distance < lookAtDistance)
     {
         lookAt();
     }
     
     if (Distance > lookAtDistance)
     {
         Enemy.animation.Play("Standing");
     }
     
     if (Distance < attackRange)
     {
         attack();
     }
     else if (Distance < chaseRange)
     {
         chase ();
     }
 }
 
 function lookAt ()
 {
     var rotation = Quaternion.LookRotation(Target.position - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * Damping);
     Enemy.animation.Play("StandingAim");
 }
 
 function chase ()
 {
     Enemy.animation.Play("RunAim");
     
     moveDirection = transform.forward;
     moveDirection *= moveSpeed;
     
     moveDirection.y -= gravity * Time.deltaTime;
     controller.Move(moveDirection * Time.deltaTime);
 }
 
 function attack () : IEnumerator
 {
 var hit : RaycastHit;
 var fwd = transform.TransformDirection (Vector3.forward);
 
     if (Time.time > attackTime)
     {
         
         if(shooting == false) {
         if (Physics.Raycast (transform.position, fwd, 10)) {
         Enemy.animation.Play("StandingFire");
         shooting = true;
         var particleClone = Instantiate(Effect, hit.point, Quaternion.LookRotation(hit.normal));
         Destroy(particleClone.gameObject, 2);
         Target.SendMessage("ApplyDammage", TheDammage);
         yield WaitForSeconds (attackRepeatTime);
         shooting = false;
             }
         }
     }
 }
 
 function ApplyDammage ()
 {
     chaseRange += 30;
     moveSpeed += 2;
     lookAtDistance += 40;
 }
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