porroone Posted July 2, 2012 Share Posted July 2, 2012 You can actually play the events on the graph without CTD by using a var bool, the best thing I got is the dragon taking off and flying away, problem is it doesnt let you translate it when its in the bAnimationDriven state, which is the only way to get the flying animations working without CTD. I got kind of stuck there, but I see you are taking the same approach, maybe you can think of a better way. In order to play flyStartCruise or takeOff without CTD you need to SetAnimationVariableBool("bAnimationDriven",true), you can actually control the pitch while its flying but the yaw seems locked and there is no propper way to stop the dragon lol Link to comment Share on other sites More sharing options...
J3X Posted July 2, 2012 Share Posted July 2, 2012 Awesome, that works. You get all kinds of funny bugs like flying backwards. The game will crash if one tried to call SetAnimationVariableBool("bAnimationDriven",false) when it's in the air (there goes the easy solution).One should be able to make the dragon turn by calling turning animations or using SetAnimationVariable with some of the following variables:PitchTurnDeltaDirectionIsTurningLeft*IsTurningRight* *probably read only. Have you tried out this? Link to comment Share on other sites More sharing options...
porroone Posted July 2, 2012 Share Posted July 2, 2012 Yes unfortunetly I did, even some that you havent listed there like MoveDirZ ( this one did sound promising ) but nothing really works, its funny since the translate function should actually work, if you take a look at how dragons works, they basically move using that, thats why sometimes they clip through things (better than the alternative, which would be to bounce around like a rubber ball lol). Also I have no idea on why the pitch works but the yaw stays locked, seems like an intended bug from bethesda. As I am sure you know this, before 1.6 you weren't able to get the pitch or X-Plane while ridding a horse, so wouldnt be so strange they hardcoded something into the behavior to prevent people from actually making a rideable dragon, maybe im just being a bit paranoid here but I found a lot of strange limitations surrounding this project. Link to comment Share on other sites More sharing options...
reaper9111 Posted July 19, 2012 Share Posted July 19, 2012 I'm not surprised you found lots of "limitation", it's well known that within Bethesda's wall the dragon mount exist...Your probably right when you say that they intentinally made it complicated... Why ? A DLC, what else !!! Even knowning this, i encourage you to keep going on this project, that would only prove them that they need to stop keeping content already created for them to release it later...(specially when you saw what they created in ONE week)... and never put it in game ! (Including the Dragon Mount)... Best of luck !Reaper Link to comment Share on other sites More sharing options...
steve40 Posted July 20, 2012 Share Posted July 20, 2012 (edited) I've been experimenting with the TranslateTo and SplineTranslateTo commands for a mod I'm working on. I've encountered a weird bug. The first time I do a SplineTranslateTo on an object, it moves in the direction that I was anticipating. However, the *second* time I call SplineTranslateTo on the same object, it moved in the *opposite* direction that it is supposed to! On any further calls, the object moves in the correct direction. My workaround was to reverse the travel direction on my second SplineTranslateTo call :whistling: Weird, but it worked! I'm wondering if this bug is related to the backwards flying dragon problem.... Edit: nevermind, I was accidentally passing a negative value :facepalm: Edited August 21, 2012 by steve40 Link to comment Share on other sites More sharing options...
Keldis Posted August 20, 2012 Share Posted August 20, 2012 (edited) Guys take a look at my new project and tell me why i always get out of sync like in this video at the annotation: My Code: Scriptname VLAscendEffScript extends activemagiceffect ObjectReference Property VLPlatform Auto Import Utility Import Game Spell Property VLDescendSpell Auto MiscObject Property DummyItem Auto Event OnEffectStart(Actor akTarget, Actor akCaster) if akCaster.GetEquippedSpell(2) != VLDescendSpell akCaster.EquipSpell(VLDescendSpell,2) else VLPlatform.Enable() ;takeoff while you have the magic effect which is from type Concentration While(akCaster.HasMagicEffect(VLAscend)) VLPlatform.MoveTo(akCaster,0,0,500,True) Utility.Wait(0.1) akCaster.TranslateToRef(VLPlatform,500.0,500.0) EndWhile DisablePlayerControls(0,0,0,0,1,1,0,0,0) akCaster.StopTranslation() SetINIFloat("fInAirFallingCharGravityMult:Havok",-5.00000000) While(VLPlatform.IsDisabled() == False) akCaster.RestoreActorValue("Stamina",5000) ;make the lord a bit faster if akcaster.GetAV("Speedmult") < 200.00 akCaster.SetAV("SpeedMult",200) EndIf ;This is used to setav speedmult in real time, so you do not need to sneak to update the speed if akCaster.GetItemCount(DummyItem) < 1 akCaster.AddItem(DummyItem,1,true) Wait(0.1) EndIf EndWhile akCaster.RemoveItem(DummyItem,akCaster.GetItemCount(DummyItem),true) EndIf EndEvent MagicEffect Property VLAscend Auto This is for Ascending my Character, currently for a Vampire Lord flying Project. Scriptname VLDescendEffScript extends activemagiceffect VLDescendProperty Property VLDescendStoreProperty Auto ObjectReference Property VLPlatform Auto Activator Property DLC1VampLordBatsFXActivator Auto EffectShader Property BatsReform_01 Auto EffectShader Property BatsReform_02 Auto Spell Property DLC1nVampireBatsSpell Auto MiscObject Property DummyItem Auto Import Utility Import Game Event OnEffectStart(Actor akTarget,Actor akCaster) ; While(VLDescendStoreProperty.akDescender.Is3DLoaded() == False) <----- this was used for a teleport mod, the while is there to wait until the teleport to dummy is loaded. ; EndWhile ; VLDescendStoreProperty.akDescender.Disable() ; VLDescendStoreProperty.akDescender.Delete() ; akCaster.SetPosition(VLDescendStoreProperty.fx,VLDescendStoreProperty.fy,VLDescendStoreProperty.fz) ; VLDescendStoreProperty.akDescender = None VLPlatform.Disable() Utility.Wait(1) SetINIFloat("fInAirFallingCharGravityMult:Havok",5000) EnablePlayerControls(0,0,0,0,1,1,0,0,0) Wait(1) SetINIFloat("fInAirFallingCharGravityMult:Havok",1.35) akCaster.SetAV("SpeedMult",100) akCaster.AddItem(DummyItem,1,true) Wait(0.1) akCaster.RemoveItem(DummyItem,akCaster.GetItemCount(DummyItem),true) EndEvent for Descending, what im doing is setting the gravity to an monstrous high amount to just pop to the ground, but as you can see in this video it gets out of sync and i do not know why :-/ Edited August 20, 2012 by Keldis Link to comment Share on other sites More sharing options...
steve40 Posted August 21, 2012 Share Posted August 21, 2012 (edited) Guys take a look at my new project and tell me why i always get out of sync like in this video at the annotation I'll take a stab at it. Not sure if this will work or not. Scriptname VLAscendEffScript extends activemagiceffect ObjectReference Property VLPlatform Auto Spell Property VLDescendSpell Auto MiscObject Property DummyItem Auto MagicEffect Property VLAscend Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Utility.SetINIFloat("fInAirFallingCharGravityMult:Havok",1.35) if akCaster.GetEquippedSpell(2) != VLDescendSpell akCaster.EquipSpell(VLDescendSpell,2) EndIf ; ** I'm not sure why you had an "else" here. You might have to put it back if my edit doesn't work. VLPlatform.EnableNoWait() ;takeoff while you have the magic effect which is from type Concentration While akCaster.HasMagicEffect(VLAscend) VLPlatform.MoveTo(akCaster,0,0,500,True) akCaster.TranslateToRef(VLPlatform,500.0,500.0) EndWhile Game.DisablePlayerControls(0,0,0,0,1,1,0,0,0) akCaster.StopTranslation() Utility.SetINIFloat("fInAirFallingCharGravityMult:Havok",-5.00000000) While VLPlatform.IsEnabled() akCaster.RestoreActorValue("Stamina",5000) ;make the lord a bit faster if akcaster.GetAV("Speedmult") < 200 akCaster.SetAV("SpeedMult",200) EndIf ;This is used to setav speedmult in real time, so you do not need to sneak to update the speed if akCaster.GetItemCount(DummyItem) < 1 akCaster.AddItem(DummyItem,1,true) EndIf EndWhile akCaster.RemoveItem(DummyItem,akCaster.GetItemCount(DummyItem),true) EndEvent Scriptname VLDescendEffScript extends activemagiceffect ObjectReference Property VLPlatform Auto MiscObject Property DummyItem Auto Event OnEffectStart(Actor akTarget,Actor akCaster) VLPlatform.DisableNoWait() Utility.SetINIFloat("fInAirFallingCharGravityMult:Havok",5000) Game.EnablePlayerControls(0,0,0,0,1,1,0,0,0) akCaster.SetAV("SpeedMult",100) akCaster.AddItem(DummyItem,1,true) akCaster.RemoveItem(DummyItem,akCaster.GetItemCount(DummyItem),true) ; Utility.SetINIFloat("fInAirFallingCharGravityMult:Havok",1.35) ; moved to the beginning of the ascend script EndEvent Edited August 21, 2012 by steve40 Link to comment Share on other sites More sharing options...
cyth1 Posted January 2, 2013 Share Posted January 2, 2013 How come when I fly my char just runs in the air? I have fnis and skse latest for both so idk how this is happening. Link to comment Share on other sites More sharing options...
IosonoOtakuman Posted June 25, 2014 Share Posted June 25, 2014 How come when I fly my char just runs in the air? I have fnis and skse latest for both so idk how this is happening.I have the same issue, I installed everything like in the tutorial, but my character just walk in mid air without the flying animations.... Link to comment Share on other sites More sharing options...
Twisteddecayingflesh Posted July 16, 2014 Share Posted July 16, 2014 How come when I fly my char just runs in the air? I have fnis and skse latest for both so idk how this is happening.I have the same issue, I installed everything like in the tutorial, but my character just walk in mid air without the flying animations.... Same here Link to comment Share on other sites More sharing options...
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