Could anyone help me please?
I've just become aware of some custom looping animations in the nwn 1 toolset's script editor.
There's about 20 of them. Here
I've been working (on and off) on a little module for some time. (just playing around with ideas really, nothing special) In 1 area I have a werewolf which originally can only do certain animations. But I'm looking to try and add different ones than those that it's originally used to.
I started asking around in the scripting forum how I cold get my werewolf to do the victory animations, but it only seems that right now, that particular npc type can only do taunts, which isn't really what I I'd like it to do for this scene.
Also originally, as I am aware that certain npcs have had their own animations, I think it would be a nice idea to mix them all up and have all the different types of npcs be able to do each others animations. For e.g. I found that only the human/elf/dwarf npc can do victory animations right now. I think it would be rather intersting to give those animations to other npcs too. And the same for other npcs who originally have their own animations too e.t.c.
I was made aware that it was possible to do something like this, and someone in the scripting section gave me this reply from someone who had also asked on the same thing I was looking for. But some bits have me confused and I'm hoping someone might be able to help me where I'm stuck.
ragnarok_mr4 wrote
Short answer :
Yes, it is possible.
Long answer:
You can create all the animations you want, but you MUST make sure that you use the naming convention for those animations so that they will be used by the game. Otherwise you would have wasted your time as the game won't play your new anims anyway.
Moreover, you will also need to change the creature's entry in appearance.2da so that it uses the FULL ANIMATION SET instead of the SMALL ANIMATION SET. Making that change entails that you rename ALL existing animations for that creature and add all the new ones required for a the new set (that's like from 40+ animations to over 130 animations).
Another option is to use the slots reserved for the 10 animation_looping_custom hooks. However if you use those for your new animations, you will have to call them via script to get them to play. The engine will not use them otherwise.
Hope this helps
1) I'm not understanding at the start of this reply, it says a naming convention must be used.
What is that, and how do is it used please?
2)
Another option is to use the slots reserved for the 10
animation_looping_custom hooks. However if you use those for your new
animations, you will have to call them via script to get them to play.
The engine will not use them otherwise.
This seems like a quicker way around this situation than changing a whole big bunch of animations for 1 npc (in appearance .2da) that sounds like it may take forever. But I'm not quite understanding how to do this option.
What exactly are "slots here?" And can anyone give me a scripting e.g.of how I need to call them via a script please?
Sorry this is a bit long.
Hope I've written it so that people can understand what I'm looking for. 8)
Modifié par MissJaded, 19 octobre 2011 - 12:22 .





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