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Animation commands vs Dogmeat


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Hi.

Which of them does reset any drawn anim object and probably actor's animation state?

 

Why the question. For Dogmeat specifically, when food is equipped while not in storage menu, then its visual model becomes attached to mouth despite the item itself was consumed and ceased to exist probably, some interesting is that they do stack. Tried most suitably sounding commands like AnimObjUnequip, IdleStop, g_RootInstant but for no result, can't try every one of them, and probably overlooked an obvious name perhaps.

 

If he is activated to command state, then object disappears, so i guess there is some generic animation command (Event) issued internally during the activation process. CommandMode package calls DogDropItems() at package End, so it's not a primary method used by game, though fortunately this function helps to remove the phantom visual too.

 

Since i've managed to utilize said solution it's not really crucial anymore, but would be curious to know still for other possible troubles in future maybe, also it could be more flexible method - Idles are more available for use without scripts.

 

Thanks.

Edited by hereami
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I sometimes (rarely) use Topic Infos to play or stop idle animations on actors. You would need to create a Topic Info, add an idle animation to it and when the actor says that line, the Topic Info animation (which starts OnBegin) stops any running idle animations. Okay I haven't tested it with "any" idle animations but it usually works (on human NPCs at least). And it doesn't require scripts.

 

I suppose it mostly depends on how Dogmeat's animations were created, e.g., Dogmeat won't drop the object if the new animation doesn't force unequip previously culled AnimObjects or if the previous animation doesn't discard the AnimObject when the animation stops.

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Yes, that's how tested Events, also the fact of Saying a Topic doesn't do anything by itself, he'll bark with full mouth without that secret unknown word (Anim Event name). Also i've tried one related to face anim, don't remember name, no use.

 

I think there is problem with addressing AnimObject and game loses its tracks because parent object doesn't exist anymore (ehm, at least from my understanding of things)*, then new ones keep stacking, definitely looks very funny, but isn't right. And then some general reset is required. Dogmeat is uniquely hardcoded i guess (PlaceItemInMouth() is never used in base scripts) and not supposed to equip/consume food normally like good dogs (btw. NoVisualOnRetrieve kw doesn't help either). I've noticed there's FXOff command, sounds suitable, maybe could do.

 

* it's bullshit it seems, player consumed potions keep to exist for example (why?). It seems to be Acquire what places things in mouth, but why preventive keyword doesn't work then? All unclear.

Edited by hereami
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