If you create a NPC with scripting and choose to show the animation, the creature is dropped into the game. I would like to use that animation on players to simulate falling from a higher elevation, Is that animation available to use on players? If so how?
Available PC Animations
#1
Posté 25 décembre 2014 - 05:19
#2
Posté 26 décembre 2014 - 12:02
http://neverwinterva...pt/rope-scripts
When back at my desk, I'll check which one I'm using now.
#4
Posté 26 décembre 2014 - 05:18
Thank you for those links. Those animations are nice, I could use them as an alternative but I was not thinking of adding climbing and jumping at this point.
The locations players would be falling from and to, though both on the same map, are not stacked vertically, due to walkmesh limitations.
I think I will port the player to the destination, make them invisible, knockdown then drop a clone NPC on top of them. It is a bit clunky, but is hak free.
#5
Posté 27 décembre 2014 - 02:47
Proleric, I'd like to extend my thanks as well. Looking over TheKrit's rope scripts led me to look at the original C.R.A.P entries. I'm glad I have C.R.A.P. now - and that my new module wasn't so far along that I couldn't integrate it. There is a lot of nice stuff in there that adds a lot of atmosphere to my module.
#6
Posté 27 décembre 2014 - 03:59
I would also like to thank you for making these animations, as I working on my climbing / jumping system right now. I love the climb up animation etc.. I rather have a climb down animation instead of a jump down and would love a climbing across animation also. I would love if these were in a separate phenotype I'm using a modified veai animations right now in the core set., you know for the jumping animation. It all great though and I can build off these as a base and do the changes myself. I looked at TheKrit climbing rope script, but do not see anything for handling henchmen and other associates. I debating on using a placable type system or tag base target system with the rope to bring other PC / henchmen to the rope holder.
#7
Posté 27 décembre 2014 - 10:08
True, the scripts don't handle companions. I just jump them to the PC shortly after the climbing animation (which happens automatically if it's an area transition, of course). Since I allow more than one companion, animating them one-by-one would, arguably, be tedious for players.
You might also want to block climbing if the party includes horses / mounts.
Thanks are due to The Krit, C.R.A.P. and Failed Bard for making the animations and scripts.





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