Salona Posted December 12, 2010 Share Posted December 12, 2010 Well, I think it would be good if we could get emotes on Dragon Age. For example, a kneeling one, a waving one, a bowing one and so on, that are already technically in the game but we can not use on 'command', as it were. Thanks to anyone who will consider making this :> Link to comment Share on other sites More sharing options...
DarkeWolf Posted December 12, 2010 Share Posted December 12, 2010 (edited) Ok, adding this info for anybody that might want to take up the task.There is already a console script included in the game that makes the character perform an animation. In this particular case, it makes the character perform the "deathblow" weapon animation.In the toolset, the script is called zz_deathblow and is written like this-// ----------------------------------------------------------------------------- // zz_enable // ----------------------------------------------------------------------------- /* Makes the current character execute a deathblow on the current target. Usage: runscript zz_deathblow [Attacker] <deathblow type> [Attacker] - Indicates who will perform the attack (If not specified, the current selected character will) [deathblow type] - A deathblow id from SynchAnimations.xls */ // ----------------------------------------------------------------------------- // Created by: Gabo void main() { int nId = 0; object oAttacker = OBJECT_SELF; string sVar = GetLocalString(GetModule(),"RUNSCRIPT_VAR"); int nFind = FindSubString(sVar," "); DEBUG_PrintToScreen(IntToString(nFind)); if (nFind > 0) { // after the first space: deathblow type nId = StringToInt(SubString(sVar,nFind+1, GetStringLength(sVar))); // before the first space: tag string sCreatureTag = SubString(sVar,0,nFind); oAttacker = GetObjectByTag(sCreatureTag); } else { if(!IsStringEmpty(sVar)) { oAttacker = OBJECT_SELF; nId = StringToInt(sVar); } } DEBUG_PrintToScreen(GetTag(oAttacker) + IntToString(nId)); object oTarget = GetAttackTarget(oAttacker); Engine_SetImmortal(oTarget, FALSE); command cDeathBlow = CommandDeathBlow(oTarget, nId); AddCommand(oAttacker, cDeathBlow, TRUE, TRUE); } there is also an excel spreadsheet which lists the available animations, with a brief description of them at social.biowarehttp://social.bioware.com/project/30/ Hope that this is helpful to anybody that may want to try to take this one up :) Edit- please note however that this animation does not include grabbing a weapon. Only the movements of the body when performing the deathblow. So any anims similar to this, will be done weaponless, unless the toon is already holding their weapon(s). Edited December 12, 2010 by DarkeWolf Link to comment Share on other sites More sharing options...
Salona Posted December 13, 2010 Author Share Posted December 13, 2010 Thanks Drake :D Link to comment Share on other sites More sharing options...
Salona Posted December 14, 2010 Author Share Posted December 14, 2010 AH!I called you drake -facedesk- Link to comment Share on other sites More sharing options...
Thandal Posted December 15, 2010 Share Posted December 15, 2010 :huh: But you could have just edited that post to fix what (I know) was just a typo, instead of a second post highlighting it! :teehee: Link to comment Share on other sites More sharing options...
DarkeWolf Posted December 15, 2010 Share Posted December 15, 2010 Saloma- not a problem about posting the info that might help out with the request. And no worries about the typo, it happens all the time. But yeah, shoulda edit the post, since you're kinda bumping a request thread. But no worries there either ;) Link to comment Share on other sites More sharing options...
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