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Animation help


Lolz1234567

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To make their AI switch on demand ... You have to use a command of "SetActorValue"

Oh wait ... there isn't one specifically for that. You have to give them a flee package.

 

MyNpC.AddScriptPackage MyFleePackage

 

Easy peasy

Edited by Mktavish
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A flee package will make them flee. They might be too busy running away to cower, or they might alternately cower and run (or run while cowering).

 

If all you want is for someone to cower in a particular spot, you're better off creating an AI package specifically for that. I think if you use a travel package with an xmarker for a destination and then use the cower animation for your custom idle, I think that will make the NPC cower in a specific spot. Use an NPC script variable to enable the cower AI package.

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A flee package will make them flee. They might be too busy running away to cower, or they might alternately cower and run (or run while cowering).

 

If all you want is for someone to cower in a particular spot, you're better off creating an AI package specifically for that. I think if you use a travel package with an xmarker for a destination and then use the cower animation for your custom idle, I think that will make the NPC cower in a specific spot. Use an NPC script variable to enable the cower AI package.

 

Well you can control the distance they flee ... and pick specific points / refs to flee from. But that package is specific to not in combat ... so you would have to flag it "Continue during combat"

And I am assuming that the cowering animation is part of the flee package ... hence they would move to a point then cower. Or in the case of a distance of 0 , would just start to cower ?

 

But not that your suggestion may be better ... just that my experience of adding idle animations to packages ... never turned out very well.

Edited by Mktavish
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