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MOD Request - Emotes?


Salona

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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 :>

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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.bioware

http://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 by DarkeWolf
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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 ;)

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