Phnx Posted April 20, 2012 Share Posted April 20, 2012 (edited) I need help! How about a script that runs on game start and makes your character randomly pick one of various idle animations when your character isn't moving/standing around? :) So far I have a quest that starts when the game starts and attached to it this script. Also, everything is dependent on the "FNIS" mod so I can use completely new animations. Scriptname PlayRandomIdle extends Quest Idle Property MyFNISspellc1 Auto Idle Property MyFNISspellc2 Auto Event OnGameStart (actor akactor, actor player) If (player.isrunning() == 0 || player.getsitstate() == 0 || player.issneaking() == 0 || player.isincombat() == 0 || player.isWeaponDrawn() == 0 || Game.Getplayer().playidle(MyFNISspellc2) == 1) Utility.Wait(5) Game.Getplayer().playidle(MyFNISspellc1) EndIf If (player.isrunning() == 0 || player.getsitstate() == 0 || player.issneaking() == 0 || player.isincombat() == 0 || player.isWeaponDrawn() == 0 || Game.Getplayer().playidle(MyFNISspellc1) == 1) Utility.Wait(5) Game.Getplayer().playidle(MyFNISspellc2) EndIf EndEvent Doesn't work yet. Any hints, suggestions? Edited April 20, 2012 by Phnx Link to comment Share on other sites More sharing options...
LukeH Posted April 20, 2012 Share Posted April 20, 2012 http://www.creationkit.com/RandomInt_-_Utility (or float if needed) for anywhere you need a random in papyrus. if (random>threshold) playIdle1 else playIdle2 endif Link to comment Share on other sites More sharing options...
fore Posted April 24, 2012 Share Posted April 24, 2012 The "Game.Getplayer().playidle(MyFNISspellc2) == 1" as part of the if statement is probably not what you want to do. It's not a query which Idle is currently running, but it will start a new idle and check for success. But the FNIs idles are not well suited for PC "base" idles. Because of the way they are added to the behavior files, they are not integrated at all into the overall animation sequence. They are "loose" idles only. To make random "base" idles work, you probably would need to implement that into the behavior files. Link to comment Share on other sites More sharing options...
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