neunen Posted August 18, 2009 Share Posted August 18, 2009 can anyone point me in the direction of how an animation references an animation object? i dont really have any experience with .kf files, but im looking at a list of idles in the geck and i cant for the life of me figure out where the aoOBJECT.nif is referenced alternately (and actually this would probably help me more): could i make a script that equips a piece of armor when an idle is played? any help is appreciated cheers,neunen Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 18, 2009 Share Posted August 18, 2009 There is a command for "IsIdlePlaying" so it would seem straightforward to equip a specific item if that command returns 1 for a given idle. I'm not sure if it lets you check for a speific idle, though, or just any idle. http://geck.bethsoft.com/index.php/IsIdlePlaying Link to comment Share on other sites More sharing options...
neunen Posted August 18, 2009 Author Share Posted August 18, 2009 thanks very much Quetzl, it would need to be a specfic idle, but ill take a look into that cheers edi: hmm the geck wiki says it check if the actor is playing a special idle, but then doesnt list any flags, so i dont know if i can specify an idle or not Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 18, 2009 Share Posted August 18, 2009 Thinking about it some more, you could use an AI package. That would let you move to a specific point, run a specific idle, and you can run scripts 'on begin', 'during', and 'on end'. Link to comment Share on other sites More sharing options...
neunen Posted August 18, 2009 Author Share Posted August 18, 2009 hmm ai package seems like it might be a bit out of my league... would that be viable to attach to an entire faction of npcs? basically i want to have a glove on an npc when they do a specific idle thanks again Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 18, 2009 Share Posted August 18, 2009 You want the idle to cause the glove, not vice versa, right?I think a package would be the way to go.If you know who the NPCs are, it is pretty easy. If it can be anyone, it seems there are some caveats. Link to comment Share on other sites More sharing options...
neunen Posted August 18, 2009 Author Share Posted August 18, 2009 right, i want the idle to cause the equipping, and i want it to effect everyone who uses the idle. maybe its time that i read up on the AI packages. although one question is still bugging my brain... where does the idle animation get told to call a mesh? in vanilla, if the npc starts a smoking idle, the aocigarette appears in their hand, but where is it told this? is that info in the .kf itself? cheers,and thanks again Link to comment Share on other sites More sharing options...
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