tfkillzone Posted February 25, 2012 Share Posted February 25, 2012 I'm trying to run an animation on the player character in Papyrus, and I'm using Debug.SendAnimationEvent() (http://www.creationkit.com/SendAnimationEvent_-_Debug) to do so--unfortunately, I'm not quite sure how to set up an Idle property to pass in to the successive call to Game.GetPlayer().PlayIdle() (http://www.creationkit.com/PlayIdle_-_Actor) in order to reset the player's animation and keep him from getting trapped in that pose. This is the only line I have that has anything to do with the idle I'm trying to set up. Does it take more than this? idle Property IdleBedSleeping auto And this is how I'm calling it after I call Debug.SendAnimationEvent(): Game.GetPlayer().PlayIdle(IdleBedSleeping) Anyone with a bit more Papyrus experience than I know how to prevent the player from getting stuck? Another thought just occurred to me while typing this. Could it be that the animation event hasn't fired yet before I call PlayIdle(), because the animation I'm trying to send through SendAnimationEvent() is too long? Any thoughts? Link to comment Share on other sites More sharing options...
MightyGood Posted February 25, 2012 Share Posted February 25, 2012 I had the same kind of problem with an animation recently. As long as you set up the Idle as a Property in the script you don't need the SendAnimationEvent(), just the Actor.PlayIdle(IdleBedSleeping) Link to comment Share on other sites More sharing options...
tfkillzone Posted February 26, 2012 Author Share Posted February 26, 2012 I had the same kind of problem with an animation recently. As long as you set up the Idle as a Property in the script you don't need the SendAnimationEvent(), just the Actor.PlayIdle(IdleBedSleeping) Ahh, I see. What all does it take to set up an Idle and bind it to a particular animation, though? Does Papyrus just know that Idles with certain names correspond to animations with the same name? How is that all defined? Link to comment Share on other sites More sharing options...
tfkillzone Posted February 27, 2012 Author Share Posted February 27, 2012 Alright, well for the sake of anyone else paying attention to this thread, I managed to figure out how to bind Idle properties in a script. You have to go into the Object properties for the object to which you have attached the script, and fill them in there as well in order to pass them to the script. So, there's that. However, animations still refuse to work for some reason. Gonna do some more research into this. Perhaps I'll post code in case there's some sort of conflict someone else is aware of and can point out. Link to comment Share on other sites More sharing options...
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