So i've been away from NWN for awhile, and now that I came back I see my memory doesn't serve me well.
There is no Dance emote? How traggic.
So I did some searching on the vault, but haven't found much. Did find the Tiny Dancer package, but the dancer looks like she freeking out instead of dancing.
Has anyone achived any good dancing in NWN yet?
New animations or something?
All i wanna do is dance! --- well make my NPCs dance actually.
All I wanna to do is dance!!!!
Débuté par
Sydious
, juil. 06 2011 05:49
#1
Posté 06 juillet 2011 - 05:49
#2
Posté 06 juillet 2011 - 06:05
#3
Posté 07 juillet 2011 - 12:57
Mdarkbyte wrote...
Take a look here: Romantic Animation Suite by Ninjaweaselman integrated in Project Q ....
Very cool. Wrong type of dancing tho....
I'm looking for a single dancing char.
Thanks for the info, I think I will be checking this all out.
#4
Posté 07 juillet 2011 - 02:09
I wouldn't say I made "good" dancing animations, but I did create a mod which had comical "dancing" using some of the default gestures. Looking at the toolset, it seems I've used the conjuring and spasm animations (e.g. ANIMATION_FIREFORGET_VICTORY2 and ANIMATION_LOOPING_CONJURE1) and set them to occur on_heartbeat. Would be only good if one is dancing to YMCA or some other dorky dance. :-p
#5
Posté 07 juillet 2011 - 05:41
In the Romantic Animation Suite is a single dance for female charcter included. For male ones, I'm not aware of anything in all these years. But it would be great to have
#6
Posté 07 juillet 2011 - 09:15
This should work:
void Dance(object oPlayer=OBJECT_SELF)
{
effect eNap = EffectVisualEffect (VFX_IMP_SLEEP);
PlaySound("al_pl_x2tablalp");
AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_DODGE_DUCK));
AssignCommand (oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK1));
DelayCommand (1.5, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_DODGE_DUCK)));
DelayCommand (1.5, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK1)));
DelayCommand (3.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (3.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (3.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK2)));
DelayCommand (6.0,PlaySound("al_pl_x2bongolp2"));
DelayCommand (6.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_CONJURE2, 1.0, 3.0)));
DelayCommand (6.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK1)));
DelayCommand (9.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (10.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (10.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK2)));
DelayCommand (12.0,PlaySound("al_pl_x2bongolp2"));
DelayCommand (13.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (13.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK1)));
DelayCommand (15.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (16.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (16.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK2)));
DelayCommand (18.0,PlaySound("al_pl_x2bongolp2"));
DelayCommand (19.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_CONJURE2, 1.0, 3.0)));
DelayCommand (19.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_MOVEOVER)));
DelayCommand (21.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (22.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (22.5, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK3)));
DelayCommand (24.0,PlaySound("al_pl_x2bongolp2"));
DelayCommand (25.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_CONJURE2, 1.0, 3.0)));
DelayCommand (27.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (28.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (28.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK3)));
DelayCommand (30.0,PlaySound("al_pl_x2tablalp"));
DelayCommand (31.5, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_DEAD_BACK,1.0,30.0)));
DelayCommand (32.5,
ApplyEffectToObject (DURATION_TYPE_INSTANT, eNap, oPlayer, 10.0));
}
Modified by myself from inc_emotewand written by Samius Maximus and copyright © Bioware Corp.
Place the script in an include file and call it with the target creature as the only parameter. Uses OBJECT_SELF as the target if none is provided.
[edit]
You'll need to unsplit the lines after doing a copy/paste. The forum has, as usual, royally mucked up the formatting of the script.
void Dance(object oPlayer=OBJECT_SELF)
{
effect eNap = EffectVisualEffect (VFX_IMP_SLEEP);
PlaySound("al_pl_x2tablalp");
AssignCommand (oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_DODGE_DUCK));
AssignCommand (oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK1));
DelayCommand (1.5, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_FIREFORGET_DODGE_DUCK)));
DelayCommand (1.5, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK1)));
DelayCommand (3.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (3.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (3.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK2)));
DelayCommand (6.0,PlaySound("al_pl_x2bongolp2"));
DelayCommand (6.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_CONJURE2, 1.0, 3.0)));
DelayCommand (6.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK1)));
DelayCommand (9.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (10.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (10.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK2)));
DelayCommand (12.0,PlaySound("al_pl_x2bongolp2"));
DelayCommand (13.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (13.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK1)));
DelayCommand (15.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (16.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (16.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK2)));
DelayCommand (18.0,PlaySound("al_pl_x2bongolp2"));
DelayCommand (19.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_CONJURE2, 1.0, 3.0)));
DelayCommand (19.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_MOVEOVER)));
DelayCommand (21.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (22.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (22.5, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK3)));
DelayCommand (24.0,PlaySound("al_pl_x2bongolp2"));
DelayCommand (25.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_CONJURE2, 1.0, 3.0)));
DelayCommand (27.0,PlaySound("al_pl_x2bongolp1"));
DelayCommand (28.0, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_SPASM,1.0,3.0)));
DelayCommand (28.0, AssignCommand
(oPlayer, PlayVoiceChat (VOICE_CHAT_GATTACK3)));
DelayCommand (30.0,PlaySound("al_pl_x2tablalp"));
DelayCommand (31.5, AssignCommand
(oPlayer, ActionPlayAnimation (ANIMATION_LOOPING_DEAD_BACK,1.0,30.0)));
DelayCommand (32.5,
ApplyEffectToObject (DURATION_TYPE_INSTANT, eNap, oPlayer, 10.0));
}
Modified by myself from inc_emotewand written by Samius Maximus and copyright © Bioware Corp.
Place the script in an include file and call it with the target creature as the only parameter. Uses OBJECT_SELF as the target if none is provided.
[edit]
You'll need to unsplit the lines after doing a copy/paste. The forum has, as usual, royally mucked up the formatting of the script.
Modifié par Melkior_King, 07 juillet 2011 - 09:28 .
#7
Posté 08 juillet 2011 - 06:19
www.pastebin.com
#8
Posté 09 juillet 2011 - 12:36
Xardex wrote...
www.pastebin.com
um.....?





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