GodofAlcohol Posted December 18, 2008 Share Posted December 18, 2008 Hi,I´m new to the GECK and kept exploring it for some days now.The GECK wiki is a good source for "the right direction", but I´m still having some unresolved Questions.If anyone knows the tricks, please tell me ;) 1. How do you use camera Positioning/sequences?I.e I want to call the rotating camera-view (like the one after some in-game idle time), but i can´t figure out how to use the cameras in scripts. 2. Is there a script command for forcing the player to holster his weapon?(I only found a check, if the weapon is out) 3. How can you preview animations (anim Objects) ?I would like to preview the various used animations, to play them in a script (without having to start the game every time)btw. how can I actually play animations? So far i only found "playIdle". Thanks in advance. (and excuse my English abilities) Link to comment Share on other sites More sharing options...
GodofAlcohol Posted December 18, 2008 Author Share Posted December 18, 2008 "The Animation Tab shows all the animation available to the actor. If the preview box is checked, selecting one of the animations will show it in the preview window. " -- from GECK wiki Maybe I´m just stupid, but i dindn´t find an Animation Tab, only a menu for Idle Animations where i can´t preview any animations.Anyone knows where the heck this tab is located? Link to comment Share on other sites More sharing options...
GodofAlcohol Posted December 21, 2008 Author Share Posted December 21, 2008 Ok, talking to myself I guess... but if anyone had the same problems:The Animation Tab is located in the Actor -> Characters/Creatures Dialog, but only displays non-Idle animations.Didnt find a way to preview Idles yet. Link to comment Share on other sites More sharing options...
d0cput Posted April 7, 2012 Share Posted April 7, 2012 lol.. u are very helpful... thanks.. we have same stupid problem.. Link to comment Share on other sites More sharing options...
brainfungus Posted April 13, 2012 Share Posted April 13, 2012 (edited) If your trying to learn about the GECK, expect to have an ambiguous and inconsistent knowledge base. Bethesda isn't interested in educating people on how to use the GECK. The official Bethesda tutorials only cover about 10% of what you need to know to make a fully featured mod. Everything else your going to have to waste countless man hours reverse engineering and forum probing to figure out really basic stuff. But a good start pointing for reverse engineering this horrid software package is to look at the "Script Functions" section of the console commands list http://fallout.wikia.com/wiki/Fallout_3_console_commands_%28all%29. These pretty much define what you can do with your scripting, I can't remember if this list includes FOSE (Fallout Script Extender). I pretty much browse this list, then come up with quest/dialogue ideas based of these scripting elements, because these are the constrains of the mod. And these here http://geck.bethsoft.com/index.php/Category:Condition_Functions are the condition functions that are utilized from the GECK GUI that you can use to control behavior of actors, like having an NPC say a certain topic if you have a certain item in your inventory. Sorry if you knew all this already, I'm just trying to educate as many people as I can about GECK, because Bethesda is not interested in doing that. I Think we would have a lot more high quality mods from the community if there was more consistent elucidative instructional material. Hope this helps. Edited April 13, 2012 by brainfungus Link to comment Share on other sites More sharing options...
OneTrueForky Posted April 20, 2012 Share Posted April 20, 2012 (edited) Go to the object window, then go to Actors > NPC, then click on any sub-category you want. Then, double-click on any NPC, or right click and select "Edit", this will bring up an information menu. Using the left and right arrows, scroll through the tabs until you see "Animation." There should be some files in there, and they should all have .kf as their filetype. Then, down at the bottom, towards the middle, should be two boxes, both previews. Preview > FULL and Preview > HEAD. You want "Full," in order to see the actual animations. Double click on any of the .kf files, and you should see the animation play. Now, if you're trying to see an animation of an object without putting it into the cell and hitting the "Havok" button, right click on anything in the right-hand side of the Object window, and select "preview." Some will have animations, down in the "Animation" box at the bottom of the window. Same as above, click any of these, and an animation should play. This also works for NPCs, as I have the G.E.C.K. open right now and just watched Billy Creel grapevine away from the screen. Hope this helped! -OneTrueForky EDITThis is what the NPC window should look like, in case you didn't know already. http://oi43.tinypic.com/34qk9r8.jpg Edited April 20, 2012 by OneTrueForky Link to comment Share on other sites More sharing options...
caramellcube Posted April 22, 2012 Share Posted April 22, 2012 To make a player holster their weapon, you can use DisablePlayerControlsJust remember to enable them after you're finished. Link to comment Share on other sites More sharing options...
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