Chrophiss Posted February 2, 2013 Author Share Posted February 2, 2013 I tried several things like changing animation name to Right, tried editing my original script a bit, made vertibird persistant reference (won't appear at all when called) and i do not know what to do at all. If it would atleast seem like it is doing any animation i could work with it, but it not doing a damned thing is really starting to get on my nerves. How would a simple script calling for an animation look? Not looking at enabling/disabling or timers or whatever.Just seeing it fly will be enough. Maybe than i'll be able to work something out. Now it's just hanging there. Mocking me... Could not resist shooting it everytime i tested... I will try to aim this at you already having a save a location where you have the vertibird and just enough to make the animation play. I am assuming that you will need a quest script and not an object script and that the object will be enabled. This is merely for testing the animation. The object should not have a script attached to it for this test. If the object has a forward animation this should play it once: scn SimpleVertibirdFlyoverQuestScript int DoOnce Begin GameMode if DoOnce == 0 VertibirdREF.PlayGroup Forward 1 Set DoOnce to 1 endif End For a quest script you will want to create a new quest. Set Priority 50. Check the Start Game Enabled option. Hit Ok. Open the new quest. Find you quest script in the script drop down box. Hit Ok. Also, try using a clean save. That is to: Disable you mod. Run the game. Make a new save. Close the game. Enable your mod. Run the game. Thanks for taking the time to reply. Now i'm still getting annoyed by the geck as for some reason unknown to me i do not seem to be able to add the script to the quest. Made the quest, made the script but when searching for the script i do not find it in the list. any other way to find it? Geck is being a total pain in the ass today.. Link to comment Share on other sites More sharing options...
Xaranth Posted February 2, 2013 Share Posted February 2, 2013 Double check that your script is a quest sxript. On the right side of the script editor toolbar there's a drop-down box where you can select object/effect/quest. It needs to be QUEST Link to comment Share on other sites More sharing options...
DizzasterJuice Posted February 3, 2013 Share Posted February 3, 2013 Use the Cipscis Script Validator if it won't compile. http://www.cipscis.com/fallout/utilities/validator.aspxThe script I posted does work and I've used it numerous times like in this flyover animation of the F-80. Link to comment Share on other sites More sharing options...
DizzasterJuice Posted February 3, 2013 Share Posted February 3, 2013 I have no experience setting up a script for animating, so I don't know the ends and outs of this situation. The first thing I would have tried would have been giving a longer length of time before starting the animation. I also would have been adding to my time variable not subtracting, but that is mere personal preference. I don't see any errors in the script that DizzasterJuice gave you, although I don't see the reason for stepping through stage 2 and stage 3's conditions. You will need to replace ObjectREF with the name of a persistent reference to use it, specifically the reference id of the object you are animating. Hmm. Try removing markfordelete. It may be invalid for this purpose. The geck article states "works on actors." I am not sure, but it may not work for persistent references. I have only used that function in object scripts for actors created with PlaceAtMe. That is the extent at which I can help you without trying to implement the solution myself. If you solve the problem, it would be great if you posted the script for others to see the answer. Edit: You may have to capitalize Foreward.Yes, ObjectREF = your persistent reference.Markfordelete is in all of the vanilla object animation's script so it is valid for object animations and it is there to keep it from creating save-game bloat.Staged animations allow you to control other events during the animation, for me that usually involves radio chatter between the pilot and the player. Yeah you can skip the intermediate stages if you don't need them or add more stages. It's an example script. Link to comment Share on other sites More sharing options...
DizzasterJuice Posted February 3, 2013 Share Posted February 3, 2013 Did you create an activator for your trigger and assign a model to your activator? The vanilla game uses Architecture\Wasteland\WaterTowerPipes01.NIF for the model on all of the animations and places under landscape. Link to comment Share on other sites More sharing options...
Chrophiss Posted February 3, 2013 Author Share Posted February 3, 2013 (edited) Did you create an activator for your trigger and assign a model to your activator? The vanilla game uses Architecture\Wasteland\WaterTowerPipes01.NIF for the model on all of the animations and places under landscape. Hmm, i am not sure what you mean.I got these basics in place: Location to play animation (own worldspace),Trigger block (with script added),FFER71VertibirdEncounter (activator apparantly, has trigger block as enable parent with "... opposite of parent" box checked, What else must there be done? EDIT: Hmm, i now found out it has animations! The way of the quest is functional and did what i wanted, saw it coming from the distance! :DIt's a start! Though i was under the impression that Forward was a landing animation? It just kept hovering like 15 meters in the air. Not important right now, means it atleast has animations! Now to get it work with a trigger. Edited February 3, 2013 by Chrophiss Link to comment Share on other sites More sharing options...
trilioth Posted February 3, 2013 Share Posted February 3, 2013 I am glad that you were able to see if fly. When it comes to new territory. It helps to take baby steps, by doing little experiments that are not exactly what you want to achieve but help you understand what works. Making small changes and testing are the kind of experiences that lend to figuring out where you went wrong. Link to comment Share on other sites More sharing options...
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