If an NPC I want to have a conversation with is in an ambient animation like sitting down, I find that they return to 'default' when the conversation is initiated so that when the conversation is over, the NPC is now at the 'default' so that the NPC that was sitting nicely on the bench, is now standing on the bench. The NPC that was standing with its hands behind its back is now standing normally.
Additionally, how can I trigger an animation at the end of a conversation? Such as making a guard move out of the way.
Conversations with animations
Débuté par
McAden
, mai 19 2010 08:01
#1
Posté 19 mai 2010 - 08:01
#2
Posté 19 mai 2010 - 01:37
dont know about the first part to your question, but I would suggest you do not animate the guard out of the way, but instead script an action to move him to a waypoint after the conversation is ended.
also if you dont get the answer you need here, try the cutscenes subforum, or the scripting subforum if you need it for moving your character at the end of the conversation.
also if you dont get the answer you need here, try the cutscenes subforum, or the scripting subforum if you need it for moving your character at the end of the conversation.
Modifié par mikemike37, 19 mai 2010 - 01:41 .
#3
Posté 19 mai 2010 - 07:37
Select the root of your dialogue and change the conversation end plot in Plots and scripting (Global>Generic>gen00pt_ambient_ai).
#4
Posté 25 mai 2010 - 02:48
princecorg's solution allows resuming of ambient animations.
However, I still have a problem in the fact that the npc that was sitting nicely on the bench, and princecorg's solution resumes the animation at the end, but during the conversation the NPC still stands up and faces the player. When the conversation is done and the animation resumes, the NPC stays facing where they were, so if the player was approaching from just the wrong angle, the NPC resumes sitting in such a way that they are sitting in mid-air as if the bench were the floor and the NPC is now sitting in the air 3 feet off the bench and 6 feet off the ground.
Is there a way that the NPC doesn't ever stop their animation? Or must I script it such that the NPC resumes facing the same direction?
However, I still have a problem in the fact that the npc that was sitting nicely on the bench, and princecorg's solution resumes the animation at the end, but during the conversation the NPC still stands up and faces the player. When the conversation is done and the animation resumes, the NPC stays facing where they were, so if the player was approaching from just the wrong angle, the NPC resumes sitting in such a way that they are sitting in mid-air as if the bench were the floor and the NPC is now sitting in the air 3 feet off the bench and 6 feet off the ground.
Is there a way that the NPC doesn't ever stop their animation? Or must I script it such that the NPC resumes facing the same direction?
#5
Posté 25 mai 2010 - 02:54
Use a stage to force the player to snap to your desired position when he initiates the conversation:
http://social.biowar...index.php/Stage
It might also be possible to keep the 'sitting' animation during the convo that way.
http://social.biowar...index.php/Stage
It might also be possible to keep the 'sitting' animation during the convo that way.
#6
Posté 26 mai 2010 - 05:36
You could try scripting a sit animation on the first line of the conversation. With luck, that will happen so fast that the default animation won't be visible. Haven't had time to test this yet, though.
#7
Posté 26 mai 2010 - 01:58
As Kilrogg_ mentioned, I think I stage ought to do it - just select a sitting pose under the cinematics tab.





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