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Highsight

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Everything posted by Highsight

  1. Here, let me show you the code: scn GrindingWheelActivatorScript float Timer short Grinding begin OnActivate if player.IsWeaponInList GrindingWheelRepairList == 1 if player.GetWeaponHealthPerc != 100 if player.GetAV Repair >= 50 PlayGroup Forward 2 player.PlayIdle NVGrindingWheelMachete set Timer to 0.1 set Grinding to 1 else ShowMessage GrindingWheelReqFailMSG endif else ShowMessage GrindingWheelCondFailMSG endif else ShowMessage GrindingWheelWepFailMSG endif end begin GameMode if (Grinding == 1) if (Timer > 0) set Timer to ( Timer - GetSecondsPassed ) else player.ModWeaponHealthPerc 0.5 if player.GetWeaponHealthPerc != 100 set Timer to 0.1 else ShowMessage GrindingWheelUseMSG PlayGroup Backward 2 set Grinding to 0 endif endif endif end Right where PlayGroup Backward 2 is, I need it to stop. The only animation that seems to exist for that object is Forward, and it is set to loop, not to clamp. So you're saying the ONLY way to make it stop animating is to add a new animation such as idle, make and make it clamp after 1 rotation of Forward? I'd like to avoid that if I could, so I don't have to include that in the file. :/
  2. Wait, so, the only way I can turn off the animation is to edit the nif so it is set to clamp? That seems kinda counterintuitive. :/
  3. I see! This has been very helpful, but now I wonder, how could I discover what animations are already on an object? Edit: Scratch that, got NifSkope, works great! But this particular one only has the one animation. How can I have it animate for a while, but then stop it if it doesn't have an Idle animation?
  4. I am completely flying blind when it comes to animation work. My newest mod Active Wasteland requires animation work for some of the items I am trying to get working. For one thing, I am trying to get the Grinding Wheel to animate when it is activated. I succeeded in this, but the problem is, when its use is over, I can't figure out how to end the animation. I used PlayGroup Forward 1 to get it started, but have NO idea how to stop it. I tired PlayGroup Idle 1, but it just kept animating. Anyone know? :/
  5. Yes sir, it has a name, and an activation sound. I would use that invisible model, but the problem is, I would have to add it everywhere. I tried applying the same exact properties to a Nuka Clock, and it worked perfectly, I think maybe I will just replace all clocks in the game with nuka clocks if I can't figure this out.
  6. Just tested it using "Activate Player 1" in the console, it works 100% perfectly, I just can't get the crosshair to change to activate when it is on it. :/
  7. It is actually a clock on a wall, and I tested it by pulling it away from the wall completely (free floating), but even then I couldn't activate it. :/
  8. Yep. Don't worry though, it's always good to rule the stupid things out first. :)
  9. I am currently trying to make an activator, but when I put my crosshair over it, it never seems to realize it is an activator. I believe this is because the model I am using does not have any collisions, and I have no idea how to give it collision data. Does anyone have a solution to this OTHER than changing the model?
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