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Forcing NPC to use Havok animations


6Studios

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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?

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