Kohdi Posted June 30, 2013 Share Posted June 30, 2013 (edited) Hello all, I've been working on a mod which features several Imperial fort button activators, found at meshes/dungeons/imperial/door/ImpButton01.nif . In the game they never push inwards as a button should, but after inspecting the mesh I can see it has a fully functional "pushing" animation, just no vanilla script to trigger it. Unfortunately I can't do more than tell that it has an animation within NifSkope, while to make a new script work I need to know the animation event name (asAnimation), which I assume is accessible only in an expanded format in Blender, 3DS Max, etc. I've tried "activate", "trigger" (01, 02, etc), and "button", none of which worked. If someone with the capabilities to find this information could let me know what the event trigger name(s) is, I would appreciate it very much. Thanks in advance! Edited June 30, 2013 by Kohdi Link to comment Share on other sites More sharing options...
Kohdi Posted August 13, 2013 Author Share Posted August 13, 2013 I know this is an old topic, but this problem is still confounding me. I could desperately use the help of someone who knows how these animated objects work, as all my attempts have failed. Again, all replies are appreciated. Link to comment Share on other sites More sharing options...
Pevey Posted August 13, 2013 Share Posted August 13, 2013 I know this might sound really silly, but just to check... Are you using the Activator form type in the creation kit? If it's an activator, it should automatically play that animation when it is activated, without having to specify the animation event name or anything like that. Link to comment Share on other sites More sharing options...
Kohdi Posted August 13, 2013 Author Share Posted August 13, 2013 (edited) Yes, it is an activator with the usual TrapLever script attached as well as a custom one I made to try to trigger the animation. In case that's my problem, here it is - Scriptname KohdiButtonPushScript extends ObjectReference Activator Property Button Auto Auto STATE Waiting EVENT onActivate (ObjectReference Button) BlockActivation(true) PlayAnimationAndWait("push","done") BlockActivation(false) endEVENT endState A similar script seems to be attached to all animated levers/chains/etc. regardless of what they activate. It's the "push"/"done" part that I think the problem stems from, theoretically the mesh contains the proper names of the event triggers and I just can't access that. Edited August 13, 2013 by Kohdi Link to comment Share on other sites More sharing options...
LeanWolf Posted August 13, 2013 Share Posted August 13, 2013 Will the push animation actually play in Nifscope?If not maybe it just wasn't finished or made properly. Link to comment Share on other sites More sharing options...
Kohdi Posted August 13, 2013 Author Share Posted August 13, 2013 Yes, that's the frustrating part - NifSkope shows a perfectly functional in and out animation, but I haven't had any luck finding the trigger event names through its provided information. Link to comment Share on other sites More sharing options...
LeanWolf Posted August 14, 2013 Share Posted August 14, 2013 I have a couple of those buttons in my house mod and I also wondered why there was no actual animation being played.I'd try comparing every step of the process to the dwemer button, it's animation works.I hope you figure it out. Sorry I can't help, I've got enough on my plate at the moment. Link to comment Share on other sites More sharing options...
Kohdi Posted August 14, 2013 Author Share Posted August 14, 2013 So far I have based my script on the Dwemer button, but its "Trigger01" event doesn't work with the Imperial button. If something does start to work (or someone can open the file in some other program to find the trigger names) I'll let you know. Link to comment Share on other sites More sharing options...
LeanWolf Posted August 14, 2013 Share Posted August 14, 2013 Thanks Kohdi, good luck!Hope you figure it out. Link to comment Share on other sites More sharing options...
KettleWitch Posted August 28, 2013 Share Posted August 28, 2013 (edited) Those animations that are already in a .nif don't have a trigger event dude there niController animations not havok, I use them all the time in my mods. The animations are controlled by the NiController flags embedded in the nif and play when the mesh is loaded. You have a static mesh with the activator script on it. When activated the script loads/swaps the nif with the .nif that has the NiController animation in it. This loading of the mesh is the 'trigger event' that starts the animations. The animation can play once, loop, play backwards depending on the flag settings. Hands up, I don't know much about activators so none of this may be relevant or even correct in this context but you can check out my mods telescope and valdrs lucky dagger via my profile to see the method in action. Hope this helps :smile: Edit: This thread should help out aswell, more along the activator/CK method rather then the way I do it. http://www.gameskyrim.com/getting-dwerespository01-animateopen-t258082.html Edited August 28, 2013 by KettleWitch Link to comment Share on other sites More sharing options...
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