Aller au contenu

Photo

Bound Prisoner Animation for NPC


  • Veuillez vous connecter pour répondre
29 réponses à ce sujet

#1
MokahTGS

MokahTGS
  • Members
  • 946 messages

Normally when I ask this question, people back away slowly, but I promise it's for a good cause...

 

Is there an animation for NPCs of a person with their hands bound and either kneeling on the ground or tied to a post somewhere?



#2
Tchos

Tchos
  • Members
  • 5 042 messages

There are several bound NPC animation styles in the Kemo custom animation pack.  The pack is made for PC emotes, but the animations themselves can be called on an NPC just like any other with PlayCustomAnimation, as long as it's a humanoid skeleton creature.



#3
Dann-J

Dann-J
  • Members
  • 3 161 messages

The sit idle animation has been used to simulate someone tied to a chair. It's a bit film noir though.

 

Or as Tchos suggests, the Kemo Animations have plenty of poses to choose from (especially if you plan on victimising women).



#4
MokahTGS

MokahTGS
  • Members
  • 946 messages

The sit idle animation has been used to simulate someone tied to a chair. It's a bit film noir though.

 

Or as Tchos suggests, the Kemo Animations have plenty of poses to choose from (especially if you plan on victimising women).

 

Bleh....personally I was hoping to avoid this pack as it is used for things I don't want to support, but it might be the only package that has anything for a prisoner animation.



#5
Tchos

Tchos
  • Members
  • 5 042 messages

You don't need to use the whole pack.  You can do as I did, and put in only the animations you will actually use (such as the sitting animations, in my case).



#6
Dann-J

Dann-J
  • Members
  • 3 161 messages

You don't need to use the whole pack.  You can do as I did, and put in only the animations you will actually use (such as the sitting animations, in my case).

 

I assume that's were you got the modesty pose for the artist's model in The Black Scourge of Candle Cove. She sure needed it. :wub:



#7
Tchos

Tchos
  • Members
  • 5 042 messages

Yes, modesty is in there, too.



#8
MokahTGS

MokahTGS
  • Members
  • 946 messages

Yeah I'm out of my league getting this stuff to work...all I need is a female npc that is sitting with her hands tied.  No idea how to make that happen.



#9
Tchos

Tchos
  • Members
  • 5 042 messages

Sitting in a chair, on the ground, or what (in order of preference)?  I'll see if there's one in there and pull out just the part you'd need.



#10
andysks

andysks
  • Members
  • 1 645 messages

I once created a module with all that kemo animation so that I actually see how they look like and choose the ones I need, instead of reading the description.

 

I think you need something like that.

 

NWN2_SS_072415_091745_zpscbbvy6zt.jpg

 

If you want to go a step further, towards the bondage section, there's also that.

 

NWN2_SS_072415_091548_zpszegoo2wx.jpg

 

The last ones I think are supposed to be erotic, but I use them for tortured prisoners :).



#11
PJ156

PJ156
  • Members
  • 2 982 messages

Not entirely sure I could find a place for any of the bottom ones in a module. Some of the top ones may have a place. Good idea to create the module though. Did you script each one or is it possible to create a single script that covers all?

 

PJ



#12
kamal_

kamal_
  • Members
  • 5 240 messages

Not entirely sure I could find a place for any of the bottom ones in a module. Some of the top ones may have a place. Good idea to create the module though. Did you script each one or is it possible to create a single script that covers all?

 

PJ

That one that's a person hanging from a wall, who would be in chains, there's a couple of prisoners in that position in the Thieves Guild in BG2.



#13
andysks

andysks
  • Members
  • 1 645 messages
I did them individually. Was a bit of work but I wanted to know which one is which easily. And also... I don't know a way to control all :).

And kamal, yes. One needs to trial and error the position of the chain though since the animation won't show in toolset.

#14
Tchos

Tchos
  • Members
  • 5 042 messages

There's a script in my campaign that you can use, placed in the On Heartbeat slot, that will read a local string on the NPC and play the animation name found there.  That way you only need one script.

 

If you want a more efficient trial and error positioning, you can go in-game and spawn the chains with vector coordinates, destroying them and spawning again with the position adjusted if it's not right, and write down the position once you've got something that looks right.



#15
Claudius33

Claudius33
  • Members
  • 256 messages

I made this short script and used it in my lasts mods. Put in the campaign folder.

// generic animation - recurrent

void main ()
{
   ClearAllActions();
   SetFacing(IntToFloat(GetLocalInt(OBJECT_SELF,"Bearing")));
   PlayCustomAnimation(OBJECT_SELF, GetLocalString(OBJECT_SELF, "Anim"), 1, 1.0);
}
 
Put the script in the heartbeat slot of any NPC (or NPC's blueprint) you want to animate.
Attach a Bearing integer variable to the NPC, for instance if Bearing == 270, the NPC faces South.
Attach a Anim string variable to the NPC, for instance  if Anim is 'sitfidget', the sitfidget anim is played.


#16
Tchos

Tchos
  • Members
  • 5 042 messages

I also have a script in my campaign that you can use if you want the NPC to pick randomly from a list of possible idle animations in its variables.



#17
PJ156

PJ156
  • Members
  • 2 982 messages

I know this sounds numpty but how do you set an integer on an npc?

 

It's not something I've ever done, though I used it many times in FB's scripts.

 

PJ



#18
kevL

kevL
  • Members
  • 4 056 messages
on the blueprint? It's the Properties tab in the scripts section, VARIABLES

or somethin like that

#19
Claudius33

Claudius33
  • Members
  • 256 messages

Yes. Directly on the NPC properties or on a blueprint properties, section Scripts, line Variables (below the list of scripts). Click on the '...' button to add variables.



#20
rjshae

rjshae
  • Members
  • 4 485 messages

Do the Kemo animations move their limbs around much? If not, its probably possible to create some prison placeables to match the various postures, if they don't already exist. I.e. chain a prisoner to the wall, &c.



#21
andysks

andysks
  • Members
  • 1 645 messages
They actually don't move at all. Just breathing idle etc. But the bound ones are pretty much still.

#22
rjshae

rjshae
  • Members
  • 4 485 messages

They actually don't move at all. Just breathing idle etc. But the bound ones are pretty much still.

 

Might be worth an experiment then. I know there's a dandling corps or two down in Undermountain. Thanks.



#23
MokahTGS

MokahTGS
  • Members
  • 946 messages

Might be worth an experiment then. I know there's a dandling corps or two down in Undermountain. Thanks.

 

I agree.  I'd love to see placeables designed to use these animations.  Although I have no use for the "erotic" ones, the basic prisoner poses are good for all sorts of stuff.

 

 

I made this short script and used it in my lasts mods. Put in the campaign folder.

// generic animation - recurrent

void main ()
{
   ClearAllActions();
   SetFacing(IntToFloat(GetLocalInt(OBJECT_SELF,"Bearing")));
   PlayCustomAnimation(OBJECT_SELF, GetLocalString(OBJECT_SELF, "Anim"), 1, 1.0);
}
 
Put the script in the heartbeat slot of any NPC (or NPC's blueprint) you want to animate.
Attach a Bearing integer variable to the NPC, for instance if Bearing == 70, the NPC faces South.
Attach a Anim string variable to the NPC, for instance  if Anim is 'sitfidget', the sitfidget anim is played.

 

 

Thanks!  I'll test this out and see if I can get it functioning.

 

I also have a script in my campaign that you can use if you want the NPC to pick randomly from a list of possible idle animations in its variables.

 

Any chance you could post that here for the community?  I'd use it for sure, but I'm positive that others will as well.



#24
Tchos

Tchos
  • Members
  • 5 042 messages

Any chance you could post that here for the community?  I'd use it for sure, but I'm positive that others will as well.

 

Well, it's available already for the community to use in the module.  I'll post it here for the sake of convenience, but the last time I did that, I forgot about it.  I update my scripts in the module and that gets included in the patches, but I can't update things I forget about.  For instance, the door script I posted somewhere around here is functional, but I've added a lot of additional functionality to it over time, including making it work not just on actual doors, but also on placeable doors and ladders, and supporting cross-module transitions.  To be added in the next patch is support for locked placeables, since I've largely switched to using placeable doors instead of actual doors.

 

Here's the current idle animation script (current as of 2015-07):

Spoiler

 

It's already out of date, because next time I use it, I plan to rewrite the place where you select which animations to randomly pick from to use a single variable with animation names separated by commas, and no need for the "numanims" variable, so instead you can have an unlimited set of animations to pick from instead of 3.  But I'll be careful to make my changes so that the old variables will still work, and you won't need to change them to use the updated script.


  • PJ156 aime ceci

#25
MokahTGS

MokahTGS
  • Members
  • 946 messages

Back in the olden days before the apocalypse there was a very active and useful script database on the Vault.  Personally I'd like to see your stuff up on the Vault 2.0 in systems for us builders.  I followed your whole door exploit and like what you did, but extracting things from someone else's module is always difficult and sometimes prone to errors.

 

Thanks for the script and I'll dig around for the door stuff too, since I agree that it seems to be a better way to go.