# Preload Model Animation
Grammar — Preload file|Model File queue|Immediately/For Next Map
Flags —Action
Preloads a model animation. The file must be explicitly identified (it won’t work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
# Arguments
string
<filepath> — Filebool
<preset::PreloadQueue> — Queue
Returns — void
void libNtve_gf_PreloadModelAnimation(
string lp_file,
bool lp_queue,
);
# Related
Category: Game / Preloading
- Preload Asset —
void
— PreloadAsset - Preload Image —
void
— PreloadImage - Preload Layout —
void
— PreloadLayout - Preload Model —
void
— PreloadModel - Preload Model Animation —
void
— libNtve_gf_PreloadModelAnimation - Preload Model Object —
void
— libNtve_gf_PreloadModelObject - Preload Movie —
void
— PreloadMovie - Preload Object —
void
— PreloadObject - Preload Scene —
void
— PreloadScene - Preload Script —
void
— PreloadScript - Preload Sound —
void
— PreloadSound - Preload Sound Object —
void
— libNtve_gf_PreloadSoundObject - Preload Soundtrack —
void
— libNtve_gf_PreloadSoundtrack - Preload Unit —
void
— libNtve_gf_PreloadUnit
# Examples
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:6626
if ((gv_currentLocation == ge_RoomLocation_RoomLocationChar)) {
TriggerDebugOutput(1, (StringExternal("Param/Value/0CADB231")), false);
libNtve_gf_PreloadModelAnimation("Assets\\StoryModeCharacters\\Terran\\SM_Marine_01_CharAnims\\SM_Marine_01_CharAnims.m3a", false);
}
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:6632
else if (auto70D1BA87_val == ge_ActorID_ActorStetmann) {
if ((gf_RoomIsEnabled(ge_RoomID_RoomLab) == true)) {
libNtve_gf_PreloadModelAnimation("Assets\\StoryModeCharacters\\Terran\\SM_LabTech01_LabAnims\\SM_LabTech01_LabAnims.m3a", false);
}
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:6638
else if (auto70D1BA87_val == ge_ActorID_ActorWarfield) {
if ((gv_currentLocation == ge_RoomLocation_RoomLocationChar)) {
libNtve_gf_PreloadModelAnimation("Assets\\StoryModeCharacters\\Terran\\SM_Marine02_CharAnims\\SM_Marine02_CharAnims.m3a", false);
}
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:6644
else if (auto70D1BA87_val == ge_ActorID_ActorWarfieldAOD) {
if ((gv_currentLocation == ge_RoomLocation_RoomLocationChar)) {
libNtve_gf_PreloadModelAnimation("Assets\\StoryModeCharacters\\Terran\\SM_Marine02AOD_CharAnims\\SM_Marine02AOD_CharAnims.m3a", false);
}
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:6626
if ((gv_currentLocation == ge_RoomLocation_RoomLocationChar)) {
TriggerDebugOutput(1, (StringExternal("Param/Value/0CADB231")), false);
libNtve_gf_PreloadModelAnimation("Assets\\StoryModeCharacters\\Terran\\SM_Marine_01_CharAnims\\SM_Marine_01_CharAnims.m3a", false);
}
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:6632
else if (auto70D1BA87_val == ge_ActorID_ActorStetmann) {
if ((gf_RoomIsEnabled(ge_RoomID_RoomLab) == true)) {
libNtve_gf_PreloadModelAnimation("Assets\\StoryModeCharacters\\Terran\\SM_LabTech01_LabAnims\\SM_LabTech01_LabAnims.m3a", false);
}
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:6638
else if (auto70D1BA87_val == ge_ActorID_ActorWarfield) {
if ((gv_currentLocation == ge_RoomLocation_RoomLocationChar)) {
libNtve_gf_PreloadModelAnimation("Assets\\StoryModeCharacters\\Terran\\SM_Marine02_CharAnims\\SM_Marine02_CharAnims.m3a", false);
}
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:6644
else if (auto70D1BA87_val == ge_ActorID_ActorWarfieldAOD) {
if ((gv_currentLocation == ge_RoomLocation_RoomLocationChar)) {
libNtve_gf_PreloadModelAnimation("Assets\\StoryModeCharacters\\Terran\\SM_Marine02AOD_CharAnims\\SM_Marine02AOD_CharAnims.m3a", false);
}