Demeggy Posted April 18, 2012 Share Posted April 18, 2012 Evening all, Im trying to get a standard vanilla anim to run in 1st person when entering a trigger, but having absolutely no joy. I've extracted the .kf to a custom location, created a custom idleanim in GECK (it has no conditions set but has Must return File and No Attacking ticked) and pointed the art file to its location. I'm running it with the below script (plan to force 1st person view as a condition if players in 3rd person at the time when I get the anim running): BEGIN ONTRIGGERENTER PLAYER player.PlayIdle 1stPHitStagger END But it just does not run. Am I missing a vital part of the process? Cheers Kris Link to comment Share on other sites More sharing options...
rotarydanimal Posted April 19, 2012 Share Posted April 19, 2012 I am new to all this too, but I dont understand the reason to have "player" at the end of your begin block. I would imagine it being like this BEGIN ONTRIGGERENTER if ( GetActionRef == player ) player.PlayIdle 1stPHitStagger endif END I hope this may help (unless I am wrong too), and maybe someone else knows better. Link to comment Share on other sites More sharing options...
Demeggy Posted April 19, 2012 Author Share Posted April 19, 2012 I am new to all this too, but I dont understand the reason to have "player" at the end of your begin block. I would imagine it being like this BEGIN ONTRIGGERENTER if ( GetActionRef == player ) player.PlayIdle 1stPHitStagger endif END I hope this may help (unless I am wrong too), and maybe someone else knows better. Thanks, I believe both should really work, havent had issues with other scripts of a similar setup. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted April 19, 2012 Share Posted April 19, 2012 OnTriggerEnter is one of the blocks that takes a ref, player being one. Both scripts above are equivalent. Link to comment Share on other sites More sharing options...
rickerhk Posted April 19, 2012 Share Posted April 19, 2012 When you say vanilla anim, do you mean vanilla idleanim, or one that is under Characters\_Male\ ?I had a similar problem the other day, but it was on an NPC. I wanted to be able to play a weapon animation under (Characters\_Male\) using playidle, but it refused to work from it's native directory. I finally created a custom idleanim in Geck and copied the .kf (renamed it with my prefix) to Characters\_Male\IdleAnims\. I added this under the 'LOOSE' parent and it plays perfectly now when called with PlayIdle. Link to comment Share on other sites More sharing options...
Demeggy Posted April 20, 2012 Author Share Posted April 20, 2012 When you say vanilla anim, do you mean vanilla idleanim, or one that is under Characters\_Male\ ?I had a similar problem the other day, but it was on an NPC. I wanted to be able to play a weapon animation under (Characters\_Male\) using playidle, but it refused to work from it's native directory. I finally created a custom idleanim in Geck and copied the .kf (renamed it with my prefix) to Characters\_Male\IdleAnims\. I added this under the 'LOOSE' parent and it plays perfectly now when called with PlayIdle. Aye, it's a vanilla idle 1st person anim, I effectively want the player to 'stagger' as it were, I'll have to retry the method and see if I can get it working by creating it under LOOSE. I'll report my findings back. Link to comment Share on other sites More sharing options...
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