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Dead Creatures..that look Dead


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5 réponses à ce sujet

#1
IxionReborn

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I've looked around, tried a lot of things. All I want is two cows to be dead, and lay dead, not stand up and be dead.

The situation is the player spawns in area, and the script is on the cows On Spawn in. I'm not sure if its because it doesnt render the cows first because theyre a certain distance away.

This is as far as I got, which still doesn't work. They stand still and are dead..

Help appreciated,
Ixion

..not sure how to make the script window...


I originally used the script from the west harbor part, which worked in game.. but doesnt for my campaign.

((i know there might be unnecessary includes

//On Spawn In- Spawns creature in dead
#include "nw_i0_generic"
#include "ginc_misc"
#include "ginc_param_const"
const string WOUNDED_TAG = "$OBJECT_SELF";
void main()
{
    SetIsDestroyable( FALSE,FALSE,TRUE );
    effect eFX = EffectDeath();
//    PlayCustomAnimation(OBJECT_SELF, "proneB", 1, 1.0);    (Tried, also didn't work)
    AssignCommand(OBJECT_SELF, PlayAnimation(ANIMATION_FIREFORGET_KNEELDEATH,1.0,1.0));
    DelayCommand(6.0, ApplyEffectToObject( DURATION_TYPE_INSTANT,eFX,OBJECT_SELF ));
}

Also tried without delay too

#2
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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The problem is the cows, they don't have a dead animation. You can look them up in the animation viewer to check. There's a carcass placeable that looks like some sorta bloated sheep, and you could always use the pigs instead.

#3
IxionReborn

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Nooooooooo,   why did I think that was the case :(.   This calls for a custom dead cow placeable.

Problem Solved


Image IPB

Modifié par IxionReborn, 01 avril 2011 - 08:17 .


#4
IxionReborn

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Alright so... i also wanted a Gnoll to do a sleep animation loop, I checked the anim viewer, it HAS a prone animation, put this script in on spawn, also tried convo, he just stands.

I really don't get this animation stuff. The spawn dead script works but when I changed the effect to sleep it doesn't.

Also tried it through tag instead of object_self

//On Spawn In- Spawns creature in asleep
#include "nw_i0_generic"
#include "ginc_misc"
#include "ginc_param_const"
void main()
{
    effect eFX = EffectSleep();
    PlayCustomAnimation(OBJECT_SELF, "proneb", 1, 1.0);
    AssignCommand(OBJECT_SELF, PlayAnimation(ANIMATION_FIREFORGET_KNEELDEATH,1.0,1.0));
    DelayCommand(1.0, ApplyEffectToObject( DURATION_TYPE_PERMANENT,eFX,OBJECT_SELF ));
}

#5
M. Rieder

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I have noticed problems with trying to start cusom animations on spawn. I have no idea why, but that's the way it is. What I have done to compensate is create a script for the OnHeartbeat event that runs about 4 times when the PC enters the area. I have an area where there are several NPC's doing various animations and it seems to work well. If you want me to explain further, just let me know.

#6
IxionReborn

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Sure go ahead please.   Heartbeat was actually going to be what I was gonna try next, my only problem being I need to stop the animations when the player walks up to the gnoll.

I'm guessing I can put an if statement and activate a LocalInt ,  while it checks on heartbeat to make it stop doing the animation.     But yeah any help would be great.

Put in a heartbeat script..didn't work either.

Modifié par IxionReborn, 02 avril 2011 - 11:38 .