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Any advice for how to smoothly exit an idle and motion type?


Baaleos

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So I am working on a mod called 'Children of Coldharbour' and in this mod - there will be a radiant quest - once per year - that allows the player to participate in the Summoning Day festivities on 20th Evening Star.
For those who don't know - that is Molag Bal's summoning day and he usually does 'things' to those who are offered to him.

In any case-
I have this introduction sequence - where scary epic music plays, a pool of blood starts bubbling and churning, then beams of light shoot into the air. Then the blood is gone - and a portal has appeared.

Molag Bal then floats up out of the portal and proceeds to 'translate' (TranslateTo) - horizontally towards a platform.

I then do SetMotionType - to set him back to dynamic .
I tried motion type 7 - which is for 'characters' but it said it was invalid for actors.

In any case

If I just use 'SetMotionType 1 on him - it does indeed put him on the ground - but his feet are usually pointed up weirdly - like when the house fell on that witch in Wizard of Oz.
I am able to resolve this feet issue - by doing Disable/Enable really quickly.
But that looks somewhat 'bad'.

I was just wondering if anyone knew of a smooth way to exit the Nocturnal Floating animation and to return to SetMotionType 1 - without the foot issue?
I've also tried applying a 0 magnitude havok pulse - to see if that resets him - didnt work.

I've got a video of the progress thus far on the summoning effect.


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controller.MolagBal.GetRef().SetMotionType(1,true)
debug.SendAnimationEvent(controller.MolagBal.GetRef(),"IdleForceDefaultState")
Debug.Notification("Landing Done!")
smallPulse()



function smallPulse()
controller.MolagBal.GetRef().Disable(false)
controller.MolagBal.GetRef().Enable(false)
endfunction
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After playing the "Nocturnal Floating animation", play another animation or an "Idle".

If I remember correctly the "Nocturnal Floating animation" doesn't have the require animation for 'Landing'.

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I can't help with the problem but I can't resist replying anyway...

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... that concept is fantastic! I love it! How did you get his feet crossed and arms held out like that? It does look totally demonic...

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... awesome!

To get an npc to float like that- make them play isles-

nocturnalIdle_Enter

Followed by

nocturnalIdle_Rise

 

If they are set to motion type 4 - you can then translate them to other locations - to make it look like they are flying there

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Right.

 

Still cool! I may use it sometime. i don't have a need for it right now, but it's worth keeping in mind. Thanks.

 

I wonder if that's how that creepy ghost is done in the mod 'Clockwork'? Except that that blasted thing tracks the player's position and follows them. I love that mod and even after playing it several times, I can't stop the old spine tingling when the Dwemer ghost comes out through a wall at me! I had a little shiver just thinking of it. It's even worse when it's 'floating' face up in the water underneath the ice of the frozen lake! Aargh! Brilliant.

 

I also love the skulls that rotate to track the player's movements. Always meant to look at the script for that.

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