Jump to content

Need a diferent way to begin animation on an object


oc3

Recommended Posts

I have created a new trap based on the long swinging mace nif. I have replaced the mace with crystals and added an attach light node. Then I created a new light object in the CS and assigned it the new mesh.

 

Now obviously since it is not an activator, I can't activate it, but it has to have a light so making it an activator is not an option. It has to emit light as it swings.

 

I attached an object script to the light/trap with "playgroup unequip 0" inside of the Begin Gamemode block.

 

I can tell the script is working in game because I placed a message box in the script and it displays.

 

Is it just not possible to start an animation this way inside of the Begin gamemode block?

I'm guessing that it HAS to be done from inside the Begin onactivate block.

 

Can anyone confirm this? Also is there ANY other way to start the animation on this object or otherwise get its havok to enable?

 

 

Link to comment
Share on other sites

I don't think it's possible to make non-light objects cast light, or to make non-activators animate - hopefully someone will prove me wrong.

 

I've made a number of glowing swords and the only method I've found is to move a light source around. You could put a non-moving light where the trap is, but I wouldn't recommend animated or scripted movement as different moving objects tend to go out of sync.

 

Perhaps someone can think of a creative way to do this. (perhaps the mace is hollow and a light source with havok is placed inside it?)

Link to comment
Share on other sites

Thanks for the reply Lanceor! It's weird why the same script command will not work simply because of the object type, but I guess that's all hard coded into the engine. What a shame. The suggestion you had is similar to something I already tried....I built a rough box out of collision shapes in the nif and then in the CS tried to put a welkynd stone into it (The ones from Real Lights I think, with the light that follows them), but in game as soon as the trap activated the stone jumps out. I don't think the "place at me" function used there is dependable enough anyway in this situation.

 

On the plus side, I have taken the swinging mace nif, attached the light node to it, and altered the motion system/qualities of the componants from keyframed/keyframed to box/keyframed? (not sure, can't remember). Anyway the physics work that way and the light follows the swinging trap perfectly. Only issue with that is that the first link of chain will not move and has a gap where it should attach to the u-shaped piece that holds it to the ceiling.

 

So my plan is to use that and have it supported by a collision box which will disable when tripped. If you have any advice about the first link not moving and the gap mentioned above, I would appreciate it.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...