Revision Difference
Entity:SetSequence#518276
<function name="SetSequence" parent="Entity" type="classfunc">
<description>
Sets the entity's model sequence.
If the specified sequence is already active, the animation will not be restarted. See <page>Entity:ResetSequence</page> for a function that restarts the animation even if it is already playing.
In some cases you want to run <page>Entity:ResetSequenceInfo</page> to make this function run.
<note>This will not work properly if called directly after calling <page>Entity:SetModel</page>. Consider waiting until the next Tick.</note>
<note>Will not work on players due to the animations being reset every frame by the base gamemode animation system in <page>GM:CalcMainActivity</page>. For Players, use in <page>GM:UpdateAnimation</page> instead.</note>
</description>
<realm>Shared</realm>
<args>
<arg name="sequenceId" type="number">The sequence to play. Also accepts strings.

<note>If set to a string, the function will automatically call <page>Entity:LookupSequence</page> to retrieve the sequence ID as a number.</note></arg>⤶
<arg name="sequenceId" type="number">The sequence to play. Also accepts strings.⤶
⤶
<note>If set to a string, the function will automatically call <page>Entity:LookupSequence</page> to retrieve the sequence ID as a number.</note></arg>⤶
</args>
</function>
<example>
<description>Set the entity to play the "idle" sequence.</description>
<code>self:SetSequence( "idle" )</code>
</example>
<example>
<description>Set the entity to play the first sequence defined on the model (usually idle).</description>
<code>self:SetSequence( 0 )</code>
</example>