Entity:SetSequence
Description
Sets the entity's model sequence.
If the specified sequence is already active, the animation will not be restarted. See Entity:ResetSequence for a function that restarts the animation even if it is already playing.
In some cases you want to run Entity:ResetSequenceInfo to make this function run.
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 sequenceId
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
Set the entity to play the "idle" sequence.
Example
Set the entity to play the first sequence defined on the model (usually idle).