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In CK/papyrus, how do I force an animation on an actor?


Monsto Brukes

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Posted

I have a menu that activates on an npc (mannequin). I want to use the menu to choose an animation that is then forced on the npc. I'd like to use both idles and animations, but I've seen that they use different facilities and rules, which is fine.

Currently I have...

elseif configChoice == 7  
 self.playIdle(idleRitualSkull1)  
   
elseif configChoice == 8  
 Debug.SendAnimationEvent(self, actionSprintStart)


Both idleRitualSkull1 and actionSprintStart are set up as property, and linked in CK > Actor screen > Properties.

 
Neither of these lines work. At one point, the sprint line put a hitch in their walk, but that's all it did.

 
OH btw... I'm not trying to make them sprint, I just want them to show the animation.

 
What am I missing here?

Posted

Be sure "Self" is an actor.

And be sure it is not doing anything, or the animation you send will be overridden.

Posted
6 hours ago, CPU said:

Be sure "Self" is an actor.

And be sure it is not doing anything, or the animation you send will be overridden.

Self is an actor.

 

I discovered that I have an inconsistency somewhere. A super-old version of the force anim works A-OK, but this new version doesn't.

 

So now I have some janky bug to find. 

 

Thanks for your reply tho.

Posted
8 hours ago, CPU said:

Be sure "Self" is an actor.

And be sure it is not doing anything, or the animation you send will be overridden.

 

Welp, I find that I have to cast the idle like

self.playIdle(idleBowHeadAtGrave_02 as idle)

and this will work on SOME of the idles shown in CK > Menu Gameplay > Animations > Actors/Character/Behaviors/0_Master.hkx. 

 

Since there's ten-hundred anims/idles listed there, I've done little more than a sampling, but there's no rhyme or reason as to which ones work.

 

How can I force the ones shown in Actor window > Animation tab to play on the actor?

Posted
9 minutes ago, Monsto Brukes said:

what "It" do you mean?

Previewing the animations

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