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meysamkhr

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  1. So I've been trying to attach new joints to the character so I can have more options when animating new objects. There are 8 AnimObj joints, I'm trying to simply add new ones. I use the character from F4AK. Any help is appreciated.
  2. 1.I've added my first person animation to the character and it works fine but I can't figure out how to put an object in her hand. (I want to learn the export process from 3ds max to the CK) for example when you use a stimpak there is an animated stimpak included and my animation involves a bandage (she fixes her hand with a bandage) 2.The animation works only in 1st person( 3rd person is messed up) so I want to force 1st person when I use bandage until the animation is done.
  3. Awesome Thank you, Here I learned more in a few minutes than a day of searching the web and playing CK.
  4. 1) No, you add idle inside idle animations. That menu can be found under gameplay/animations. I suppose your idle is 3rd person, so look for raider root behavior graph, expand it, then add new child inside Loose section. Give it id, choose needed .hkx animation file and for anim event choose dyn_activation or dyn_activationAllowMovement if you want player to be able to move while idle is playing. 2) That potion property and line in script makes sure that you never ran out of the potion. If you don't specify the potion name in script then potion will be consumed on use like vanilla potions. Thanks I thought Idle animations is a normal category in the CK (just like FO4 Edit) :) My potions are consumable (Canteens)
  5. Thank you DarkWolfModding and shavkacagarikia I have two questions though: 1. Should I add the Idle to HumanRaceSubGraphData (Like weapon animations?) and if the answer is yes which category is for potions?Idle? 2. Is there a way to not specify the name of the potion in the script properties? because I want to attach my animation to 108 different potions and making 108 magic effects takes a lot of time. Edit: OK, adding it to the race menu didn't do anything
  6. ...Why are you calling Game.GetPlayer()? You've already got PlayerRef; a player property is 100x faster than using Game.GetPlayer(). And why are you calling PlayIdle() outside of the event? Cause I don't know what I'm doing. I just want to add my animations to the game. for weapon animations you can add them without scripts but I want them to play after using a potion. It would've been nice if there was an assign animation thingy, but it has to be extra hard otherwise it's not fun. (or maybe there is an assign animation button that I don't know about somewhere)
  7. Thank you for the reply, though there seem to be a problem in this line "PlayerRef.playIdle(X)" (no viable alternative at input '.') Actor property PlayerREF Auto PlayerRef.playIdle(X) Event Oneffectstart (actor akTarget, actor akCaster) If(akTarget == game.getPlayer()) utility.wait(1.0) akTarget.PlayIdle(X) EndIf EndEvent
  8. I'm trying to make a potion trigger an animation (like stimpak does) After going through hundreds of pages dedicated to scripts I managed to write this script but it wont's even save without an error (I would like to stick to animating but engine limitations (or just my limited knowledge of the engine.)) Event Oneffectstart (actor akTarget, actor akCaster) If(akTarget == game.getPlayer()) utility.wait(0.2f) akTarget.PlayIdle(XXXX) EndIf EndEvent I don't know what the heck I'm doing, I just want to add my animation to my new potion, Help.
  9. Never mind I found the solution You just add indexes to your addon
  10. I'm looking for a way to make a weapon trigger a magic effect every time you pull the trigger and stop using the magic effect when you are out of ammo. is there a way?
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