bloomingdedalus Posted December 23, 2012 Share Posted December 23, 2012 (edited) I have been working at this for the last ten hours, just trying to get a scene to play correctly. Here's how my character is set up: A quest script managing the character's non-quest dialogue has a function to play a song. One of the misc idle topics calls this function via a fragment (so conditions can be evaluated as to whether it is a good time to play a song). The Quest Script orders a scene to start which begins the idle animation for flute playing and the character is told to stand in place and play a dialogue .wav which is actually a recording of a flute. The problem is, I want this to be interruptable. I can stop him from playing the .wav, but he'll keep doing the idle animation as if he is playing the flute. Occationally, he will also fail to play the idle animation for the flute while the sound is playing.Is there any easy way in scenes to make an idle animation both dependent upon and mandatory upon the continual playing of a .wav via a dialogue topic? I have been through and through the bards multiple quests which seem to cross reference each other constantly and I simply can't find where these characters are ordered to play flute animations, so I can't see how they did it with their bards. Edited December 23, 2012 by bloomingdedalus Link to comment Share on other sites More sharing options...
varakz Posted December 24, 2012 Share Posted December 24, 2012 I have been through and through the bards multiple quests which seem to cross reference each other constantly and I simply can't find where these characters are ordered to play flute animations, so I can't see how they did it with their bards. I believe you can find an example of how Bethesda manages bard sons, including instrumentals, in BardSongsScript.psc. I want this to be interruptable. I can stop him from playing the .wav, but he'll keep doing the idle animation as if he is playing the flute. This piece of code seems useful to interrupt a scene: While Bard.IsInDialogueWithPlayer()if Changesettings == False && (Stopsong == True || SavedPlayContinuous == False) Return endif Utility.Wait(1)EndWhile Link to comment Share on other sites More sharing options...
bloomingdedalus Posted December 24, 2012 Author Share Posted December 24, 2012 I have been through and through the bards multiple quests which seem to cross reference each other constantly and I simply can't find where these characters are ordered to play flute animations, so I can't see how they did it with their bards. I believe you can find an example of how Bethesda manages bard sons, including instrumentals, in BardSongsScript.psc. I want this to be interruptable. I can stop him from playing the .wav, but he'll keep doing the idle animation as if he is playing the flute. This piece of code seems useful to interrupt a scene: While Bard.IsInDialogueWithPlayer()if Changesettings == False && (Stopsong == True || SavedPlayContinuous == False) Return endif Utility.Wait(1)EndWhile Yeah, I was hoping not to have to refer to massive scripts like are found in the bard songs. However, the "while loop" you gave me doesn't allow the player to interrupt but seems to just get stuck in a loop until the bard stops the song - I believe. I haven't reviewed the scripts on the bards well enough to know what every variable means. But, thanks for pointing that out - I may go deeper into it. I was more concerned with finding the part that controls the animations on the characters, I can't seem to find that anywhere in quests or scripts. Link to comment Share on other sites More sharing options...
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