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Animation Script Issues


wagzedawg

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Hello, I've got some specific questions regarding scripting my custom animations.

 

I know there's a helluvalot :blink: of material concerning this in this forum but there's so much I kind of need just a little guidance. I also have some specific issues when applying anims to Oblivion. so please, if anyone would hear me out.

 

First when I want to test my anims in oblivion things don't work the way I'd like.

Here's what I've managed to pull off so far using the method described in the TESCS wiki:

* I created a simple animation of a nodding person (the anim itself is not important, I'm looking for general principles).

* I integrated it into the SpecialIdle anims manager of TEESCS and made a condition for it using a miscitem.

* I forced the animation using a simple script on an npc:

 

---------------------

scn scriptname

 

begin onload

pickidle

end

---------------------

 

* Placed the NPC in the testinghall

this resulted in the following issues:

1) Adding the anim to the SpecialAnims doesn't work right - I can only see my anim after grouping it as "whole body".

2) The NPC ONLY plays the animation after you get within it's "targetingrange" (meaning when it "sees" you).

I would like the NPC to play this animation immediately and not after i activate it with my presence. The scriptstuff of the actorsincharge mod doesn't help me much since it relies on spells and such and basically for anims it uses the same pickidle-principle. :(

 

Secondly I have another specific question regarding statue-behavior of NPC's.

What I would like to do is implement a pose for an NPC and make it behave like a statue purely by script. Here's the stuff I do know and the stuff I've tried:

* After forcing my anim I can make the NPC unconscious and ghost - it retains my anim whilst being unconscious and a ghost. :smile:

* I'e checked out Reznod's manikin mods for pointers but it works with spells 'n stuff which doesn't help me much. the script for Sheogorath and his unconscious followers helped but of course they do not have a custom idleanim...

* I made a script to try to make the NPC unconscious after implementing my anim but since the anim doesn't load immediately it was doomed to fail :closedeyes: .

So I'd like to make a statue NPC - I know it MUST be possible - that poses with an anim of my choosing whilst being unconscious and ghosted.

 

I'm afraid that due to my lack of scripting experience I must be forgetting some important details, anyone any ideas or know any threads that have an answer for these above questions?

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Hello, I've got some specific questions regarding scripting my custom animations.

 

I know there's a helluvalot :blink: of material concerning this in this forum but there's so much I kind of need just a little guidance. I also have some specific issues when applying anims to Oblivion. so please, if anyone would hear me out.

 

First when I want to test my anims in oblivion things don't work the way I'd like.

Here's what I've managed to pull off so far using the method described in the TESCS wiki:

* I created a simple animation of a nodding person (the anim itself is not important, I'm looking for general principles).

* I integrated it into the SpecialIdle anims manager of TEESCS and made a condition for it using a miscitem.

* I forced the animation using a simple script on an npc:

 

---------------------

scn scriptname

 

begin onload

pickidle

end

---------------------

 

* Placed the NPC in the testinghall

this resulted in the following issues:

1) Adding the anim to the SpecialAnims doesn't work right - I can only see my anim after grouping it as "whole body".

2) The NPC ONLY plays the animation after you get within it's "targetingrange" (meaning when it "sees" you).

I would like the NPC to play this animation immediately and not after i activate it with my presence. The scriptstuff of the actorsincharge mod doesn't help me much since it relies on spells and such and basically for anims it uses the same pickidle-principle. :(

 

Secondly I have another specific question regarding statue-behavior of NPC's.

What I would like to do is implement a pose for an NPC and make it behave like a statue purely by script. Here's the stuff I do know and the stuff I've tried:

* After forcing my anim I can make the NPC unconscious and ghost - it retains my anim whilst being unconscious and a ghost. :smile:

* I'e checked out Reznod's manikin mods for pointers but it works with spells 'n stuff which doesn't help me much. the script for Sheogorath and his unconscious followers helped but of course they do not have a custom idleanim...

* I made a script to try to make the NPC unconscious after implementing my anim but since the anim doesn't load immediately it was doomed to fail :closedeyes: .

So I'd like to make a statue NPC - I know it MUST be possible - that poses with an anim of my choosing whilst being unconscious and ghosted.

 

I'm afraid that due to my lack of scripting experience I must be forgetting some important details, anyone any ideas or know any threads that have an answer for these above questions?

Look at the statue that is placed in Bruma at the end of the main quest. This one is created based on your character, but exhibits the same sort of behavior that you are looking to achieve.

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Great stuff! :thumbsup:

The following code does the trick:

----------------------------------------------------------------

scn [scriptname]

 

short distancecheck

 

begin gamemode

 

if distancecheck == 0

if getdistance player <= 3000

set distancecheck to 1

pickidle

endif

endif

 

if distancecheck == 1

if getdistance player > 3000

set distancecheck to 0

endif

endif

 

setunconscious 1

setghost 1

 

end

--------------------------------------------------------------------

 

U da best Vagrant! :thanks:

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