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Is there a way to stop the item use animation?


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#1
TheSpiritedLass

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When a player uses an item their character thrusts their arms out infront of them.  I've been able to figure out how to not display the message that 'so and so uses a thing-a-ma-bob', but not get rid of the animation.  Any ideas?

#2
Alex Warren

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I think you have to edit spells.2da to do that.

Find ACTIVATE_ITEM (line 386) and ACTIVATE_ITEM_SELF (line 413) and replace ConjAnim and ConjAnim with '****'. This might also require changing CastTime to 0.

#3
TheSpiritedLass

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Wonderful. thanks Alex, I'll check it right away.

#4
TheSpiritedLass

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Hmmm. That is already done. Looks like I blanked out all sorts of stuff trying to get rid of the animation. *chuckles* Here is the line:

386 ACTIVATE_ITEM 6802 IR_USE C L - 0x08 0x7f NW_S3_ActItem01 **** **** **** **** **** **** 1 0 **** **** **** **** **** **** **** **** 1 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** **** **** 4 63295 0 0 198 0 **** **** **** 0

#5
Alex Warren

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I've just tested it and you're right.
I have another idea, but I have to test it first ;)

Edit: It seems that the game doesn't read spells.2da cast anims when activating item. Maybe someone else have a better idea. Sorry.

Modifié par Alex Warren, 27 août 2011 - 12:46 .


#6
TheSpiritedLass

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*hugs* Thanks for checking it out Alex. I appreciate it.

#7
Calvinthesneak

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Other option I can think of is using player instant feats, but no idea how you'd link one of those to an item.

#8
Failed.Bard

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If you're using the Linux version of NWNX there's a way to do it, hooking ON_USE, and then bypassing the ON_ACTIVATE portion.
I can't say the specifics of implimenting it though, since I'm a windows user. I just know it'll do it.

For single player, no idea at all. The player tools bypass the animation though.

#9
TheSpiritedLass

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*hugs* Heya Calvin. Hmmm. I was more hoping for something like a 2da change. Doesn't look like such a thing exists. Oh well, at least I was able to get rid of the wording. That is nice.

@Failed.Bard - *wish* the server was running NWNx. That is one of the things I just haven't taken the time to figure out how to install remotely. Thanks for the heads up. I'll add it to my 'when you get off your butt and install the super nifty tool, do THIS stuff' pile. *grins*

#10
Jez_fr

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I think that animation's launch is hardcoded. However you can use an edited character's animation's mdl (a_ba.mdl and such), with that animation part altered. That's what we use/used on several Modem/Sci-fi hakset/modules. I'm not sure who did that first, to credit the idea, but it's "only" a matter of finding a kind animator to do it, or you could grab and try some modern's hak versions. (should work in override to test those)

Modifié par Jez_fr, 07 septembre 2011 - 03:50 .


#11
TheSpiritedLass

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*chuckles* We think much alike Jez. Once I knew I couldn't script or 2da out the animation my next thought was to just remove it from the mdls. Hmmm. I'll give looking at the modern haks a shot. Doing a file compare against the standard models and adding in one code block at a time until the magic one is found. Thanks for the hint!

#12
WebShaman

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Could you please post back when you solve this, with how?

#13
TheSpiritedLass

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Sure thing. It will be several weeks though. =( Between more vacation and family visits this morning is my last slice of free time for a while.