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Entity:ResetSequence

  Entity:ResetSequence( number sequence )

Description

Plays an animation on the entity. This may not always work on engine entities.

This will not reset the animation on viewmodels, use Entity:SendViewModelMatchingSequence instead.
This will not work properly if called directly after calling Entity:SetModel. Consider waiting until the next Tick.

Will not work on players due to the animations being reset every frame by the base gamemode animation system. See GM:CalcMainActivity.

For custom scripted entities you will want to apply example from ENTITY:Think to make animations work.

Arguments

1 number or string sequence
The sequence to play. Also accepts strings.
If set to a string, the function will automatically call Entity:LookupSequence to retrieve the sequence ID as a number.

Example

Minimal code needed to make sequences work as expected on custom "anim" type entities.

In this example, when the player uses the crate, it will open, and when they use it again, it will close.

ENT.Base = "base_anim" ENT.Spawnable = true ENT.AutomaticFrameAdvance = true ENT.PrintName = "Animation Test" ENT.Category = "My Entity Category" function ENT:Initialize() if ( SERVER ) then -- Only set this stuff on the server, it is networked to clients automatically self:SetModel( "models/items/ammocrate_ar2.mdl" ) -- Set the model self:PhysicsInit( SOLID_VPHYSICS ) -- Initialize physics self:SetUseType( SIMPLE_USE ) -- Make sure ENT:Use is ran only once per use ( per press of the use button on the entity, by default the E key ) end end function ENT:Think() if ( SERVER ) then -- Only set this stuff on the server self:NextThink( CurTime() ) -- Set the next think for the serverside hook to be the next frame/tick return true -- Return true to let the game know we want to apply the self:NextThink() call end end if ( SERVER ) then -- This hook is only available on the server function ENT:Use( activator, caller ) -- If a player uses this entity, play an animation if ( !self.Opened ) then -- If we are not "opened" self:ResetSequence( "open" ) -- Play the open sequence self.Opened = true -- We are now opened else self:ResetSequence( "close" ) -- Play the close sequence self.Opened = false -- We are now closed end end end