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?
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?
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.
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).
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.
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).
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. ![]()
Yes, modesty is in there, too.
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.
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.
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.
If you want to go a step further, towards the bondage section, there's also that.
The last ones I think are supposed to be erotic, but I use them for tortured prisoners
.
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
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.
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.
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);
}
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.
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
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.
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.
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.
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.
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):
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.
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.