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Everything posted by Matth85
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Papyrus - RegisterForAnimationEvent and OnAnimationEvent - Help me!
Matth85 replied to Matth85's topic in Skyrim's Skyrim LE
I ran into the issue of Bloodskals projectile only working when in the right hand. Without having debugged too much yet; Could it, by chance, be the animation events? No script specify attack side, so that shouldn't be it. All spells are set to EitherHand. Hm.. Very weird to see the player use the effect when doing an unarmed melee power attack with the sword equipped in the left hand (Which doesn't fire it). -
Papyrus - RegisterForAnimationEvent and OnAnimationEvent - Help me!
Matth85 replied to Matth85's topic in Skyrim's Skyrim LE
selfref.GetAnimationVariableBool("bAllowRotation") Worked. With an aditional !selfref.GetAnimationVariableBool("isBlocking") && !selfref.GetAnimationVariableBool("isBashing") && !selfref.GetAnimationVariableBool("isSneaking") So, I register for WeaponSwing and do: if eventname == "weaponSwing" &&\ selfref.GetAnimationVariableBool("bAllowRotation") &&\ !selfref.GetAnimationVariableBool("isBlocking") &&\ !selfref.GetAnimationVariableBool("isBashing") &&\ !selfref.GetAnimationVariableBool("isSneaking") &&\ That captures power attacks only. (props to ChizForShiz who told me that, and his mod so I could see how he did it!). That said, I couldn't figure out what GetAnimationVariableBool does. The wiki gave me some vague explanation that told me very little(perhaps it means more to a native english speaker?). -
Papyrus - RegisterForAnimationEvent and OnAnimationEvent - Help me!
Matth85 replied to Matth85's topic in Skyrim's Skyrim LE
SOLVED! Apparently these animation events are limited to a greatsword. They were made specifially for Bloodskal. I'll need to find another way to get the 1 handed power attacks tracked. Thanks for any assistance! -
Papyrus - RegisterForAnimationEvent and OnAnimationEvent - Help me!
Matth85 replied to Matth85's topic in Skyrim's Skyrim LE
The script is running a spell(ability), which holds the magic effect, which holds the script. I pretty much made this to follow the setup of the mod Imbued Weapon Bloodskal. This is the first step of a much bigger thing I am working on; but it's all worth nothing if I can't track the animations! https://gyazo.com/05e0d77143d4d5b6378881002c5638f2 And for the Objectreference/ReferenceAlias setup I used : Which is linked to the alias of the player, in a empty quest(part from the alias). Nothing happens there though. Otherwise I tried to extend Objectreference and put the same script on the weapon itself. Which got me halfway there; registering but not detecting. And just to clarify a tad here; I have very little experience with scripting in general. I am sort of learning as I go! So far it's going good, minus a couple of issues. (Firstly I found out Sublime Text 2 didn't compile correctly, and now this). -
Papyrus - RegisterForAnimationEvent and OnAnimationEvent - Help me!
Matth85 replied to Matth85's topic in Skyrim's Skyrim LE
I tried by setting the player as persistent, the alias of the player as persistent and the sword as persistent. (by calling them into the script) The only thing I have no tried, is to the set the alias of the sword persistent. Though I don't think that should have any effect at all; The sword merely gives you the perk. The perk is registering the animations and has everything happening. Question, though: Can I register the animation in the magic effect, but call the "Event OnAnimationEvent" Via the Reference Alias? I am unsure if the registration would work cross-script. -
Papyrus - RegisterForAnimationEvent and OnAnimationEvent - Help me!
Matth85 replied to Matth85's topic in Skyrim's Skyrim LE
Aye. That part had be concerned for a while. I have, however, seen 3 cases of these events working. Bloodskal being the most prominent. Imbued Weapon( Bloodskal effect for any weapon) uses them, although in a ActiveMagicEffect (Which I am not getting to work, ugh). And I saw a throwing knife mod which used them on Object Reference. Event OnAnimationEvent really is a tricky thing. There doesn't seem to be any good way to track whether it starts, or what it fires off of, without actually knowing beforehand. Though I get a feeling if I simply register the events via the perk/ObjectReference script, I could try to call the Event OnAnimationEvent via the Alias. I know Bloodskal calls(the sword) via the alias and extends ReferenceAlias. I also know Imbued weapon do use a menu system and refers the player alias, though I see no connection to the perk working via that. I could've missed something though. So, my confusion is not with the registration working, but nothing happens. That much I read up on. My confusion is why events that does work, doesn't work. By all accounts, as soon as these events are registered, it should be as simple as adding the event and it should print out the debug message. Alas, it does not. If I am to go by Bloodskal - then it's because it should be done via ReferenceAlias. Going by Imbued Weapons mod, then adding it via a perk should work fine as well (Extend ActiveMagicEffect). Alas, it does not work for me. -
Papyrus - RegisterForAnimationEvent and OnAnimationEvent - Help me!
Matth85 replied to Matth85's topic in Skyrim's Skyrim LE
I test if the registered animations are true(as bool) and it sends me a debug message. So that should be okay. Unless they are always true, at which I get very confused :p ------- Thus far I have tried via ObjectRefernce and Magic effect. My last bet is ReferenceAlias. -
Papyrus - RegisterForAnimationEvent and OnAnimationEvent - Help me!
Matth85 replied to Matth85's topic in Skyrim's Skyrim LE
I double post! -
heya! So. I am stuck on a little something. I have spent the better part of a weekend trying to solve it, and I run blank every time. The issue is, *gasp*, in Event onAnimationEvent. Now, some backstory; Sparing you all the details of this little experiment of mine, I am effectively trying to recreate the Bloodskaal effect of sorts. At the barest, I need to detect when the player uses a power attack, fire off a projectile and reset a global variable (That part is covered). First I tried putting the script on the weapon itself, extending objectreference. Here is a quick image of it: https://gyazo.com/e55f4d02d7f4c5ced44c67a414daa300 . Now, I made sure the animations were registered and unregistered correctly. That's all good in this example. I ran into two issues though: 1) Smaller issue; The animations did not unregister if the player drops the weapon directly from equip. I am assuming the animations unregister when this happen, though, since the script is running on the object itself. 2) The OnAnimationEvent is not playing. At all. It doesn't register the power attacks. So, I was lead to believe this was because this sort of script would not work if I extend ObjectReference. Fair enough; I made it a hidden perk, which links up to an enchantment which links up to a magic effect with the script: https://gyazo.com/fc5f1af10e8026d70abe351a7a9d2f7a Much the same script, but with some added changes to take into account the magical part of it. Then I simply added a game.getplayer().AddPerk(PerkName) on an equip event, and remove perk on a unequip event, which I link up to the sword itself. I got confirmation the Perk is added and removed, and the animations get registered. (Afaik, animations unregister after the magic effect is over automatically.) Same issue as before; nothing happen. Lastly I tried using a Reference Alias to the player and extend the script to ReferenceAlias., in a seemingly empty quest. This time nothing happens - the quest didn't start it seem. So, yeah. Any ideas? For reference; I have been studying the Bloodskaal script + setup, as well as the mod Imbued Weapon. They do this in a different way, Bloodskaal referes the weapon directly and do some weird stuff. The registering is rather straight forward, and so is the misille firing at the EventOnAnimateEvent. This part, however, leaves me confused. It checks if the player is the container(aka: inventory). It then sets the player as a weapon(?). Then it.. checks if the new variable is equipped, at which it does.. what? Then it forverefs the alias to objself, which Is defined as objectReference Property ObjSelf auto hidden Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer as Actor selfWeapon = (self.getReference().getBaseObject() as weapon) utility.wait(0.1) if (akNewContainer as Actor).isEquipped(selfWeapon) OnEquipped(akNewContainer as Actor) endif endif BloodskalBlade.ForceRefTo(objSelf) endEvent Anyways. They get the Event OnAnimationEvent to work via alias references. For some reason I don't. I assume I am doing something wrong, so the quest doesn't fire in that case. For the other example, I am doing the same setup with a perk. The only difference is that I am adding and removing that perk via the weapon. It works there, it does not work for me. . (Script from the mod, showing the relevant parts) https://gyazo.com/46f7aef1906c1d5c9a0b0d89a6408ccc TL;DR: I am able to register the animations via 2 different method, but I am not getting the actual animation event to start. I am also not able to get the reference alias method to work; mostly because I don't get the quest to actually start. Any help would be nice!
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1) I Don't think the engine has capability for it. To make a game "true" 3d, you pretty much need the engine to be built around it from the start. 2) Why don't you do it? I assure you, nobody else knows how to do it either, nor do they got less time.
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Duct taping a Volvo does not make it a Porsche. The creation engine is the gamebryo engine with a custom paint job. The same faults are there, the same limitation and the same annoyances.
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Bored? Want to collaborate on a mod?
Matth85 replied to thisaccountisuseless's topic in Skyrim's Skyrim LE
Oh dear. What a new twist. You need a moddler, a scripter and a voice actor. What, exactly, are you going to do? If you dare to say "I got the idea!" Or "I write", I am going to humbly ask you to re evaluate your position. Why would 3 people with proffesional skills help somebody with none? -
Don't play it? I mean, if I find a tv show boring, I stop watching. If I find a game boring, I stop playing. If I find a person annoying, I avoid the person. There is no benefit in forcing yourself to play a game. It won't be fun, and you won't come out of it with any new skills or beneficial attributes. Go play something else, or do something else altogether.
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What's preventing skyrim co-op/multiplayer mods?
Matth85 replied to AwesomePol's topic in Skyrim's Skyrim LE
Not as long as ESO is out. Eso is ES multiplayer game. That won't change any time soon. Having a TES game multiplayer would cut potential profit from it, which is bad business. It would also not increase sale; As the TES fanbase is the same, if not higher, when it's pure singleplayer. -
What's preventing skyrim co-op/multiplayer mods?
Matth85 replied to AwesomePol's topic in Skyrim's Skyrim LE
The game engine. -
I'll finish the model up this weekend, if I get the time :)
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Problematic. Pay for mod makes giving out models rather difficult, as I risk having it ripped of and sold by random people. I am going to wait until this whole thing calms down, so I can judge how things will be. If I feel it's 'safe' to publish free mods, I will finish this and release it.
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I'll finish it when I get the time, in a week or so.
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A very simple model. As mentioned, a simple re-texture would do. Otherwise it would take you about a week to get the skills needed to make it yourself. Best of luck, Matth
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What - exactly - is the problem?
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http://imagizer.imageshack.us/v2/1600x1200q90/537/pkxWi1.png
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Soo.. It's getting late and I needed to do my daily sculpt and figured I could be a little generous today. Saw this sword and figured I could work with it. It's only a sculpt thus far, so a lot of work needed, but I could get it in-game! (This means the color you see are, just that - colors. No texture exist.) *Larger Image* http://imagizer.imageshack.us/v2/1024x768q90/633/LshYHh.png