ihateregisteringeverywhere Posted July 19, 2008 Share Posted July 19, 2008 I'm thinking about creating an armor piece that would have two states. An out of battle state and an in battle state that would trigger once you unsheath your weapon. So the question is: Can I animate the armor model and start/stop the animation in-game or will I have to resort to creating two sepparate models and use a scripted binding spell? Is it even possible? Another question, can I apply a shader to small parts of an armor? EDIT> Err only now did I realize that I posted this in the wrong forums section, would anyone be so kind and move this into the Mod Troubleshooting section? Thank you. Link to comment Share on other sites More sharing options...
tyreil829 Posted July 19, 2008 Share Posted July 19, 2008 scrpit work like tieing a script into say a steel longsword then when taklen out of its shethe gives you full bound armour? am i right? Psycho Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted July 19, 2008 Author Share Posted July 19, 2008 Errr, not realy. It would be a bit more complicated than that. I'd like the armor to change depending on the armor not on the weapon you weild. If you only had the gaunlets for example then the gaunlets would be swapped with bound gaunlets no matter what weapon you'd unsheath. If you had the full armor then the full armor would change. Link to comment Share on other sites More sharing options...
tyreil829 Posted July 19, 2008 Share Posted July 19, 2008 well i tried haha Psycho Link to comment Share on other sites More sharing options...
LoginToDownload Posted July 19, 2008 Share Posted July 19, 2008 I don't know much about animation, but if you were creating two different models anyway, you definitely could do it without a spell. Not even an enchantment would be strictly necessary. If you gave them enchantments, their scripts would go something like... scn MyOutOfBattleGauntletsScript Begin ScriptEffectUpdate if (IsWeaponOut) message " ", 1 message " ", 1 ;To prevent the subsequent stuff from giving you a ton of messages AddItem MyInBattleGauntlets 1 EquipItem MyInBattleGauntlets RemoveItem MyOutOfBattleGauntlets 1 endif end Link to comment Share on other sites More sharing options...
tyreil829 Posted July 19, 2008 Share Posted July 19, 2008 you know scripts will never make sense to me Psycho Link to comment Share on other sites More sharing options...
LoginToDownload Posted July 19, 2008 Share Posted July 19, 2008 That one is pretty basic. Code in a Begin ScriptEffectUpdate block runs every frame the magic effect is active.if (IsWeaponOut) checks if the subject has their weapon drawn. Everything in-between that If/Endif loop will only run if that's the case.If the weapon is out, add the "In Battle" version of the gauntlets, equip them, and remove the out-of-battle gauntlets. Link to comment Share on other sites More sharing options...
DirTek Posted July 19, 2008 Share Posted July 19, 2008 you know scripts will never make sense to me Psycho Or to me...I never understood scripting :wacko: and I don't think I ever will Cheers :thumbsup: Maafiaman Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted July 19, 2008 Author Share Posted July 19, 2008 Nice, nice, that makes things hella easier. However I still wish that someone could tell me if the other variant's possible. I figure that the script would look quite similar. Hm, now that I think about it I've seen a video of a sword that changed forms once you unsheated it - with a rather spectacular animation. I'll try to track the maker of the sword down and ask him dirrectly. Link to comment Share on other sites More sharing options...
tyreil829 Posted July 19, 2008 Share Posted July 19, 2008 as in a Dagger into a longsword? Psycho Link to comment Share on other sites More sharing options...
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