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Simple Script Problem


Bond123

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I created a very simple script to use Umpa's animations in Fallout3 and it worked like a charm. It doesn't work in Fallout New Vegas.

 

The Script

 

>>>>>>>>>>>>>

scn AAjrPlayGuitar

 

Begin GameMode

 

playidle guitar01

 

endif

 

end

>>>>>>>>>>>>>>>>>>

 

The npc will appear holding the guitar but just stand there. Can anyone suggest a solution.

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Thanks for the response Quetzlsacatanango .

 

I tried dropping the endif already and it made no difference.

 

If I console the command it works perfectly.

 

It may be something conflicting in my game...will have to do some eliminating and see.

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Thank you for all your attempts to help.

 

I've tried about everything.

 

If this works you get a kudo and big time credit in my mod.

 

Still can't figure why script handling is so different between Fallout3 and FNV.

 

I'm getting desperate.

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Thanks for proofing the script, thc.

 

I substituted the animation you are using and it works like a charm. The Umpa animations work like a charm if the are entered in game through the console. That script works in FO3 with Umpa animations.

 

The script will not work to initiate the Umpa animation in FNV. I don't know if it is the animation or what?

 

I guess I will post the mod with the npcs and instructions on consoling the animations for those who want them.

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scn MyActorScript

begin GameMode
if IsIdlePlaying == 0
 PlayIdle Guitar01
endif
end

 

I guess the issue is only with looping annimations (e.g. they're restarted every frame).

 

In theory You can put looping anim into OnLoad block instead, however GameMode block will restart after conversation, so it's really only matter of what You want with that NPC.

Edited by thc1234
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