porroone Posted June 20, 2012 Share Posted June 20, 2012 I dont know, its not about the animations also, setting position on a player has weird effects, and you wouldnt solve the collision issue. Link to comment Share on other sites More sharing options...
Korodic Posted June 20, 2012 Share Posted June 20, 2012 J3X states the broom thinks it's a horse. So he modified the behavior files of a horse and took off it's physics limitation as far as responding to gravity. Tis my guess. Link to comment Share on other sites More sharing options...
porroone Posted June 20, 2012 Share Posted June 20, 2012 There arent any behavior files in the BSA, just nifs and script. Link to comment Share on other sites More sharing options...
Korodic Posted June 20, 2012 Share Posted June 20, 2012 well it has something to do with a horse, since the broom whinnies lmao. You could always look at the scripts for your own knowledge. Link to comment Share on other sites More sharing options...
porroone Posted June 20, 2012 Share Posted June 20, 2012 I think I already stated why it does has collisions, already took a look at the scripts, basically the player isnt moving, so its physics work as it was there, its the broom moving, thats why the player has collisions. Link to comment Share on other sites More sharing options...
J3X Posted June 30, 2012 Share Posted June 30, 2012 I think I already stated why it does has collisions, already took a look at the scripts, basically the player isnt moving, so its physics work as it was there, its the broom moving, thats why the player has collisions.Correct, it's just a normal horse with a invisible platform under. Link to comment Share on other sites More sharing options...
porroone Posted June 30, 2012 Share Posted June 30, 2012 Hey its good to see you here. One thing I dont get about the platform method is how do u get collisions, you can actually SetPosition inside things, so if im understanding this correctly, its constantly setting position to the platform while the horse moves along, what am I missing ? What attaches the horse to the platform? Does the platform moves first, then the horse, so if the platform gets inside something, it gets before the horse and thats why it collides? Link to comment Share on other sites More sharing options...
J3X Posted June 30, 2012 Share Posted June 30, 2012 There is nothing that attached the horse to the platform nor has it any collision checks. It's just an invisible quite big platform hovering in the air. What the platform does is checking the distance to the player, if the player (or horse) is around half way from the centre of it then it update it's position so it's right under the player again. One can change the tilt of the platform depending on if the player is looking up or down (could bind this to keys or something else I guess) this allows the player to move up and down in the air.You don't need any collision checks since everything is handles by the game engine. You use ordinary walking mechanics to move around.It does not matter if the platform is clipping into stuffs (otherwise that one can get some objects to be knocked down). Did that make any sense? Btw, does anyone know how to force actors to use an animations constantly? I've managed to create a dragon mount that works inverted to all others I've seen so far (Like a Boss's dragons). It can only fly. Link to comment Share on other sites More sharing options...
porroone Posted July 1, 2012 Share Posted July 1, 2012 Yea I also have a dragon mount that can fly but doesnt play animations.. its not an easy task. Basically my idea is to add new idle animations to the dragon's behavior, but that isnt an easy task either, since the dragon isnt an actor meant to play. I managed to add new slot animations to a custom dragon behavior, but the animation start its quite hardcoded into the behavior, so the only possible solution is to create a whole new behavior with our custom animations. Fore said he would help me do this once he has his mod in a stable version (he has a mod that actually allows you to add new custom animations to actors, so I have to put my faith on him). Another way would be to directly create an skse module that handles that. I know for sure there are native functions to call animations like moveStart or flyStart, those arent defined in the behavior, so it needs to be somewhere in the engine. I know its possible but its not an easy task, I hope skse will put it easier in the future. Link to comment Share on other sites More sharing options...
J3X Posted July 1, 2012 Share Posted July 1, 2012 I just replaced the walk animations with the flying ones, who want a dragon that walks on the ground anyway - it's frikking slow! Do you know anything about animation variables? I've peeked inside the dragonbehavior.hkx file and it seems that there is one variable that says if the dragon is flying, walking or hovering. It's name is iState.There is also the constants iState_DragonDefault which is 0 and iState_DragonFlying which is 1. I guess that iState is set to 1 when the dragon flies.SetAnimationVariableInt can not force this variable to 1. It resets to 0 whenever I try. :wallbash: Link to comment Share on other sites More sharing options...
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