# Set Animation Completion

Grammar — Set the identifier animation completion for target to percent percent
FlagsAction

Sets the progress completion percent for an animation. Does the same thing as “Set Animation Time”, but with different parameters.

# Arguments

  • actor — Target
  • string — Identifier
  • fixed — Percent

Returns — void

void libNtve_gf_SetAnimationCompletion(
	actor lp_target,
	string lp_identifier,
	fixed lp_percent,
);

Category: Animation / Advanced

# Examples

# campaigns/liberty.sc2campaign

MapScript.galaxy

// L9109
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(lv_door), gv_aNIMID_HIGHLIGHT, 100.0)
// L9148
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(lv_door), gv_aNIMID_HIGHLIGHT, 100.0)
// L13120
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_BriefingScreen(lp_room, ge_BriefingScreen_Main)), c_animNameDefault, 100.0)
// L13130
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_BriefingScreen(lp_room, ge_BriefingScreen_Left)), c_animNameDefault, 100.0)
// L13136
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_BriefingScreen(lp_room, ge_BriefingScreen_Right)), c_animNameDefault, 100.0)
// L14942
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_RoomUnit(gv_currentRoom)), gv_aNIMID_ZOOM, 100.0)
// L16927
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gv_cantinaRoom), gv_aNIMID_ZOOM, 100.0)
// L17035
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_RoomUnit(ge_RoomID_RoomBridge)), gv_aNIMID_ZOOM, 100.0)
// L19023
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gv_cantinaDoor), c_animNameDefault, 100.0)
// L22876
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_RoomUnit(ge_RoomID_RoomCantina)), gv_aNIMID_ZOOM, 100.0)
// L9109
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(lv_door), gv_aNIMID_HIGHLIGHT, 100.0)
// L9148
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(lv_door), gv_aNIMID_HIGHLIGHT, 100.0)
// L13120
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_BriefingScreen(lp_room, ge_BriefingScreen_Main)), c_animNameDefault, 100.0)
// L13130
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_BriefingScreen(lp_room, ge_BriefingScreen_Left)), c_animNameDefault, 100.0)
// L13136
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_BriefingScreen(lp_room, ge_BriefingScreen_Right)), c_animNameDefault, 100.0)
// L14942
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_RoomUnit(gv_currentRoom)), gv_aNIMID_ZOOM, 100.0)
// L16927
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gv_cantinaRoom), gv_aNIMID_ZOOM, 100.0)
// L17035
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_RoomUnit(ge_RoomID_RoomBridge)), gv_aNIMID_ZOOM, 100.0)
// L19023
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gv_cantinaDoor), c_animNameDefault, 100.0)
// L22876
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_RoomUnit(ge_RoomID_RoomCantina)), gv_aNIMID_ZOOM, 100.0)
// L640
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(lv_hybrid), "::Baseline", ((1540.0 / 6667.0) * 100.0))
// L3620
libNtve_gf_SetAnimationCompletion(ActorFromDoodad(gv_poolBubbles[lv_index]), c_animNameDefault, RandomFixed(0.0, 99.0))
// L640
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(lv_hybrid), "::Baseline", ((1540.0 / 6667.0) * 100.0))
// L3620
libNtve_gf_SetAnimationCompletion(ActorFromDoodad(gv_poolBubbles[lv_index]), c_animNameDefault, RandomFixed(0.0, 99.0))
// L5770
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(autoFC22266B_var), c_animNameDefault, 50.0)
// L5770
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(autoFC22266B_var), c_animNameDefault, 50.0)

# mods/heroesbrawlmods/brawlmapmods/coop/escapefrombraxis.stormmod

LibPEB1.galaxy

// L9958
libNtve_gf_SetAnimationCompletion(libPEB1_gv_victoryBridge, "Lower", 100.0)