6Studios Posted October 25, 2012 Share Posted October 25, 2012 When you are creating a NPC you can look up animations for that NPC and it lists all the possible in game animations. like attacks, idles, object actions etc etc. But when you are in a quest scene tab and want to put a animations on a package action or dialogue action it only lists 1/4 or so of all the possible actions. Is there a way to force a npc to use this animations? I will assume you can make an action package and attach a script that calls the animation. But really I have no idea. I want certain animations to happen regardless of the normal starting action that would cause the animation. such as I want a npc to do the bleeding out walk.This usually only happens when a npc is actually hurt to near death. any suggestions? Link to comment Share on other sites More sharing options...
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