# Preload Model Animation

Grammar — Preload file|Model File queue|Immediately/For Next Map
FlagsAction

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> — File
  • bool<preset::PreloadQueue> — Queue

Returns — void

void libNtve_gf_PreloadModelAnimation(
	string lp_file,
	bool lp_queue,
);

Category: Game / Preloading

# Examples

campaigns/liberty.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2mapMapScript.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.sc2mapMapScript.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.sc2mapMapScript.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.sc2mapMapScript.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);
                    }