Ok, I managed to create the test environment. (Used Breezehome). Now I can load saved game that's made outside the Breezehome (made the save before activating the test mod), then I go inside and the centurion is there. So this all works. Into the script I added debug messages for every event and the messages show on top left on the screen.
But the centurion is still showing only the first animation from the sequence. I checked over ten times at least - everything is correct, it should work.
Then I discovered that no matter what I write into the script in the lines Self.PlayAnimation, debug messages still play. (Obviously because the messages are tied to the events, not animations)
So I tried different lines. For example:
Self.PlayGamebryoAnimation("playanim05") <-used animation order number
Self.PlayGamebryoAnimation("AnimPulse") <-used animation name
Self.PlayAnimation("AnimPulse") <-used animation name
Self.PlayAnimation("playanim05") <-used animation order number
Self.PlayAnimation("xxx") <-used random letters to check if it's about the correct line or not
Non of these worked, just the debug messages showed. It seems to me that the script can not trigger the animations.
At least the test environment works, script is attached to the actor correctly and detects events correctly.
Do I have to add something like this in the script:
bool Function PlayAnimation(string asAnimation) native
bool Function PlayGamebryoAnimation(string asAnimation, bool abStartOver = false, float afEaseInTime = 0.0) native
or some other things ?
The scripts for the "magis tablets" seem more complicated: http://www.filedropper.com/tablets
And in the CK in Preview Object window the nif animations are not showing up (should show up as "Gamebryo Animations"). I even tried with some animated nif tutorial - ceated an animated nif step-by-step, still not showing in CK. Are there any extra steps to be made in CK ?