I want a troll to execute an attack animation. Ideally, I would like to do this with PlayCustomAnimation(), but I haven't found any animations that work. Has anyone else tried this, should I just make it execute an attack action?
Trolls and PlayCustomAnimation()
Débuté par
M. Rieder
, janv. 23 2011 03:55
#1
Posté 23 janvier 2011 - 03:55
#2
Posté 23 janvier 2011 - 04:03
You remember when I mentioned the GR2 animations in Data->lod-merged? If you really want to find what animations are available, look there. The way to find which file names you're looking for, check appearances.2da for the NWN2_model_body column.
There's an animation viewer in the Toolset. It's convenient, but it does not show every animation (it shows most) for whatever reason. If the one you want is shown there, you can easily see what it looks like. Otherwise, make a module with a HB script for the creature that pulls a LocalString var from it and plays that animation.
There's an animation viewer in the Toolset. It's convenient, but it does not show every animation (it shows most) for whatever reason. If the one you want is shown there, you can easily see what it looks like. Otherwise, make a module with a HB script for the creature that pulls a LocalString var from it and plays that animation.
#3
Posté 23 janvier 2011 - 05:29
Thanks, that really helped. Didn't even know the animation viewer was there!
#4
Posté 23 janvier 2011 - 07:44
Many of the blueprint don't have the full list of animation functionnal.
#5
Guest_Chaos Wielder_*
Posté 23 janvier 2011 - 02:51
Guest_Chaos Wielder_*
Try using one of these two:
PlayCustomAnimation(OBJECT_SELF, "UnA_1attack02", FALSE);
PlayCustomAnimation(OBJECT_SELF, "UnA_1attack01", FALSE);
This is assuming they don't have a weapon, of course/.
PlayCustomAnimation(OBJECT_SELF, "UnA_1attack02", FALSE);
PlayCustomAnimation(OBJECT_SELF, "UnA_1attack01", FALSE);
This is assuming they don't have a weapon, of course/.
Modifié par Chaos Wielder, 23 janvier 2011 - 02:52 .
#6
Posté 23 janvier 2011 - 03:31
Chaos Wielder wrote...
Try using one of these two:
PlayCustomAnimation(OBJECT_SELF, "UnA_1attack02", FALSE);
PlayCustomAnimation(OBJECT_SELF, "UnA_1attack01", FALSE);
This is assuming they don't have a weapon, of course/.
You can use "*attack02" or "*attack01" (with an asterisk at the start) to stand in for whatever equipment is currently relevant.
An interesting thing to note is that you can also force a certain attack animation even if that equipment isn't currently loaded--a two-handed type attack even if a weapon is held in one hand, for ex.--if you specify the full animation name.
#7
Posté 24 janvier 2011 - 02:35
After trying the different attacks and animations, I stuck with the conjure animation. That gives the troll a nice creepy "claws at the ready" look which is perfect for my purposes.
Thanks for all the very excellent advice.
Thanks for all the very excellent advice.





Retour en haut






