demidekidasu Posted July 9, 2012 Share Posted July 9, 2012 Hi all, I am working on a new feature for my LIAT - Lively Inns And Taverns mod, where it adds a keg of "local brew" behind the bar of inns. I managed to put a script together which makes your character play out a "drink" idle, then a "drunk start" idle, then a "uncontrollable cough" idle to make it look like vomiting lol Here is the script I chucked together that is attached to the "local brew" object, which runs when the player activates the object. So far, it seemingly works perfect aside from one issue: Scriptname LIATdrinkbrew extends ObjectReference {Strong local brew} idle property IdleDrink auto idle property IdleDrunkStart auto idle property IdleUncontrollableCough auto Event OnActivate(ObjectReference akActionRef) Debug.MessageBox("You down a flaggon of the strong local brew...") game.getplayer().playidle (IdleDrink) Utility.Wait(10.00) Debug.MessageBox("The brew hits you like a mad sabre cat!") game.getplayer().playidle (IdleDrunkStart) Utility.Wait(60.00) game.getplayer().playidle (IdleUncontrollableCough) Utility.Wait(10.0) Debug.MessageBox("The strong brew has found its way to the floor... You feel much better now, but should sit down for a moment.") endevent So, the problem is that the drunk animation will not stop. I put in the vomit animation and the message suggesting to sit down in the hope that either of these actions/animations will reset the idle, but it doesn't. Is there a line I can put in that will force a reset/stop of the idle/animation? I also have another bug with the drunk animation but I will try to fix it on my own first :) Huge thanks in advance to anyone who may know. I have been searching the wiki and google to no avail so far. I am quite new to scripting, BTW :P Link to comment Share on other sites More sharing options...
demidekidasu Posted July 9, 2012 Author Share Posted July 9, 2012 Solved. Found this line on the wiki:game.getplayer().PlayIdle (IdleStop_Loose) Had to modify it slightly though, as the example on there returned compile errors... Link to comment Share on other sites More sharing options...
nopopup Posted April 4, 2013 Share Posted April 4, 2013 how did you modify it? I am having the same trouble too. Link to comment Share on other sites More sharing options...
demidekidasu Posted April 4, 2013 Author Share Posted April 4, 2013 (edited) Thread necromancy much :P I can't really remember. It's a long time ago if I'm honest... Bear in mind you need to define the idle in the properties section of your script. Could that be your problem? Edited April 4, 2013 by demidekidasu Link to comment Share on other sites More sharing options...
tonycubed2 Posted January 28, 2020 Share Posted January 28, 2020 debug.SendAnimationEvent(NPCPlayer,"IdleStop_Loose")debug.SendAnimationEvent(NPCPlayer,"IdleForceDefaultState") where NPCPlayer is defined somewhere either as an actor npc or the player Link to comment Share on other sites More sharing options...
NexusComa Posted January 30, 2020 Share Posted January 30, 2020 The door is a gamebro animation you have to use the gamebro commands. Link to comment Share on other sites More sharing options...
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