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Setting NPC Idle Animation Conditions --- UGHH


jamochawoke

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Ok I want all of the guards to salute you every now and then when you approach (will have to use a random number condition for that part or perhaps base it on their individual disposition but for now leaving it alone) with the Shivering Isles Golden Saint salute. I'm actually basing it around their salute to the player.

 

How I did this was to add a child under the "IsGreeting" dropdown in the Animation manager.

 

Here's my conditions for testing this:

 

Target      Function Name              Function Info                   Comp    Value    
no           GetCurrentAIPackage     NONE                             ==       12          AND
no           GetWeaponAnimType     NONE                             ==       1           AND
yes         GetIsID                          NPC: 'Player'                   ==        1           AND
no           GetIsClass                     Class: 'ICPalaceGuard'     ==       1           OR
no           GetIsClass                     Class: 'Guard'                  ==       1           OR
no           GetIsClass                     Class: 'GuardArcher'         ==       1           OR
no           GetIsClass                     Class: 'GuardBattleMage'  ==       1          OR

 

 

Now, when I test this the guards never do anything. However when I take out the lines GetCurrentAIPackage (12 means Greeting) and GetIsID NPC: 'Player' they will actually play the animation but they do it every time they are speaking then go back to the standard standing idle waiting for me to choose another dialogue option rather than just once for the greeting.

 

Why does this work for the Shivering Isles guards but not here? Am I missing something?

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Wanted to report 4 hours later that I got it to work lol.

 

What I found out is that guards don't have it in their innate AI to target you unlike the Shivering Isles Aureal and Mazken do. So what I did was create a condition where they would never play the animation while they were in dialogue but the animation is under IsGreeting so they have to do it if they are IsTalking because of the condition . So when they greet the player when they step into their space but before the player initiates dialogue with them they will do the animation. This also has the added benefit of them doing the animation when you exit dialogue when they say "Farewell" or whatever their goodbye sound is.

 

Crazy!

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