DdsLedg Posted September 12, 2018 Share Posted September 12, 2018 (edited) Hi all,I've made a basic scene as part of a start-game-enabled quest where an actor walks up to a marker, says a line of dialogue, and then kills a person in front. At the end of my scene I am using this piece of script (below) to have the actor kill the person in front. However, he does not perform the idle, and the person just dies. Have I written this correctly? I've made a property of the "guard" and "bandit" as actors and the "Attack" ive put as a property as an idle, with the selected idle as "AttackRightSide" Guard.PlayIdle(Attack)Bandit.Kill(Guard) Anyone got any ideas? I did originally make a package instead, with the packagetemplate "UseWeapon" but obviously I cant choose the animation they do, and it looks rather strange because he still sometimes attacks the bandit after he is dead, and I tested it a few times and he always starts with a forwards power attack, sending him off past the bandit, at which point he walks back and normally slashes him. I'd rather not have to use that, but will if I can think of no other idea. Thanks in advance for any replies. EDIT: After testing I found out that using SendAnimationEvent instead causes the guard to do an extrememly fast stutter, but he definitely does something, I'm just not really sure what. Heres the link to the wiki about it: https://www.creationkit.com/index.php?title=SendAnimationEvent_-_DebugI've used both of their examples, "AttackStartLeftHand" and "AttackStart" and they both do this weird stutter. Can anyone tell me the correct idle to use? Because I've searched all over and can't find a list of them Edited September 12, 2018 by DdsLedg Link to comment Share on other sites More sharing options...
Tasheni Posted September 13, 2018 Share Posted September 13, 2018 I experience often that scripted idles won't play. The better solution is that you put your actors in factions and make them hostile through script at the end of the scene, then they will attack each other. Make the one you want to die weak - this should work. Link to comment Share on other sites More sharing options...
DdsLedg Posted September 13, 2018 Author Share Posted September 13, 2018 I experience often that scripted idles won't play. The better solution is that you put your actors in factions and make them hostile through script at the end of the scene, then they will attack each other. Make the one you want to die weak - this should work.Thanks for the replyI'm slightly hesitant against doing this, because the bandit is tied during the scene. Also because won't the guard do the same moving forward power attack at the start, like with the useweapon package, which looks really weird as he just shoots past him and has to walk back. Link to comment Share on other sites More sharing options...
DdsLedg Posted September 13, 2018 Author Share Posted September 13, 2018 NEVER MIND I SORTED ITI had a look at the packages for when tullius kills ulfric and copied the UseWeapon package from there, I just had a few things different which was causing it to act weirdly. Still don't know how to get an NPC to do idles though, but I guess it doesnt matter now. Link to comment Share on other sites More sharing options...
Tasheni Posted September 13, 2018 Share Posted September 13, 2018 There are different ways to let npcs perform idles: through scripting: SendAnimationEvent or PlayIdle, or through packages: tab idles right click new and choose what's in the list for humanoides, or the tab (forgot the name) where you can put scripts into for performing actions on start, change or end of the package, here you can click a button and choose many more idles than under idles tab. My experience is that npcs perform only two idles from the stack, regardless of the timer that you can set.Perhaps you will find this useful for future stuff :) Link to comment Share on other sites More sharing options...
DdsLedg Posted September 13, 2018 Author Share Posted September 13, 2018 There are different ways to let npcs perform idles: through scripting: SendAnimationEvent or PlayIdle, or through packages: tab idles right click new and choose what's in the list for humanoides, or the tab (forgot the name) where you can put scripts into for performing actions on start, change or end of the package, here you can click a button and choose many more idles than under idles tab. My experience is that npcs perform only two idles from the stack, regardless of the timer that you can set.Perhaps you will find this useful for future stuff :smile: Ah okay, thanks, that's a good idea I didnt know that, I'll bear it in mind for future stuff that I do xD Thanks for all of the advice Link to comment Share on other sites More sharing options...
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