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Need scripting help with ... probably animations?


itsazoefish

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Sorry if this is the most obvious question in the universe, I've been debugging for two days and my brain is fried.

 

I have an NPC dialogue scene where an NPC gets knocked out and then wakes up. Since there isn't a "SetKnockedState" function in the GECK I used SetUnconscious, which... kinda works, after also force playing the idle "NPCUnconscious" in the same script. (Without the force play idle she stands there and stares at you while she is unconscious.)

 

That part of my script is basically:

 

if (conditions)

ActorRef.SetUnconscious 1

ActorRef.PlayIdleEx NPCUnconscious

endif

 

I get the unconscious message when I interact with her, but she stands in front of me and closes her eyes. I looked through the idle animations and could not find anything along the lines of "fall over when you're unconscious stupid" but I'm pretty sure that's what my script needs.

 

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You can probably use PushActorAway in your script. Use a fairly low value for the push force if you want her to just fall over.

 

Or if you want to have some fun (in a sadistic sort of way), use a really high value for the force and instead of falling over she'll launch towards China. Or if you are inside she will bounce off of the walls like a pinball game.

 

A force value of 1 will probably do for what you want.

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I played around with PushActorAway. I had a problem with my script looping so for a while she'd fling herself 30 feet away, ragdoll everywhere, and then do it all again. Extremely fun but definitely not what I wanted. :)

 

I kept it in the script eventually, but the biggest problem I had was that her state would become unconscious, while she would appear alert. Even with pushing her away, she'd stand up afterward to be unconscious, whether I set her unconscious before or after pushing her. Eventually I decided to go with push away combined with DamageAV fatigue 1000 because that's the only thing that would get her to stay down. (I have no idea what her calculated fatigue was - initially I set the damage value to be 5 points over her base stat and the little s#*! just stood there smirking at me.)

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