Sit and stay seated
#1
Posté 26 août 2010 - 11:23
#2
Posté 26 août 2010 - 11:40
There is no restrictction about conversation, but you may have to use something else than the default camera.
#3
Posté 26 août 2010 - 05:48
#4
Posté 26 août 2010 - 08:17
Shallina wrote...
Check the OC and the dwarf stronghold. Where dwarves are sitting.
There is no restrictction about conversation, but you may have to use something else than the default camera.
Thanks for the suggestions. The ActionSit routine has never worked for me; lord knows I've tried. So I'll have to take a look at that module of the OC.
#5
Guest_ElfinMad_*
Posté 26 août 2010 - 09:12
Guest_ElfinMad_*
#6
Posté 27 août 2010 - 10:58
#7
Posté 27 août 2010 - 06:11
Modifié par rjshae, 27 août 2010 - 06:13 .
#8
Posté 27 août 2010 - 06:25
#9
Posté 28 août 2010 - 10:51
#include "ginc_wp"
void main()
{
int iCurrentWP = GetCurrentWaypoint();
FaceAndPause(iCurrentWP, 30.0);
PlayCustomAnimation(OBJECT_SELF, "sitfidget", 1);
}
Note that you can use this as a wrapper for any animation, not just sitting. I have a stone mason constantly working away on a block in the mod I'm working on, for example.
You can also script in other behaviors of course, but that gets a bit tricky. If you just want simple looping animation, this will do you.
Modifié par Mazadan, 28 août 2010 - 10:52 .
#10
Posté 28 août 2010 - 02:19
PJ
#11
Posté 30 août 2010 - 07:31
Mazadan wrote...
If the NPC is only going to sit and not move around, one easy way to accomplish this is with scripted waypoints. Lay down two waypoints for the NPC that exactly overlap, then use this script. Remember to name it "wp_TAG", where "TAG" is the tag of your NPC. For example, if I have an NPC with the tag "bob", name this script "wp_bob":
#include "ginc_wp"
void main()
{
int iCurrentWP = GetCurrentWaypoint();
FaceAndPause(iCurrentWP, 30.0);
PlayCustomAnimation(OBJECT_SELF, "sitfidget", 1);
}
Note that you can use this as a wrapper for any animation, not just sitting. I have a stone mason constantly working away on a block in the mod I'm working on, for example.
You can also script in other behaviors of course, but that gets a bit tricky. If you just want simple looping animation, this will do you.
You perhaps want to make the NPC non-bumpable so they can't get dislodged when a PC moves throught their space.
#12
Posté 04 septembre 2010 - 05:45
rjshae wrote...
Mazadan wrote...
If the NPC is only going to sit and not move around, one easy way to accomplish this is with scripted waypoints. Lay down two waypoints for the NPC that exactly overlap, then use this script. Remember to name it "wp_TAG", where "TAG" is the tag of your NPC. For example, if I have an NPC with the tag "bob", name this script "wp_bob":
#include "ginc_wp"
void main()
{
int iCurrentWP = GetCurrentWaypoint();
FaceAndPause(iCurrentWP, 30.0);
PlayCustomAnimation(OBJECT_SELF, "sitfidget", 1);
}
Note that you can use this as a wrapper for any animation, not just sitting. I have a stone mason constantly working away on a block in the mod I'm working on, for example.
You can also script in other behaviors of course, but that gets a bit tricky. If you just want simple looping animation, this will do you.
You perhaps want to make the NPC non-bumpable so they can't get dislodged when a PC moves throught their space.
Ah good point, yes I should have mentioned that





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