MordhauNZ Posted August 23, 2019 Posted August 23, 2019 Im modding with NVSE and JIP, im trying to get the player to react with a hit with an animation depending on where they get hit, how hard they're hit and if the shot penetrates. Everything is working with NPCs but the player wont play the knockback idles when I try force the animation. PlayerRef.PlayIdleEx blah blah blah I can make the player perform the animation if i add a scripted package to the play with the idle, for example If ref is player If hit on head Addscriptpackage PackageWithAnim Etc. . . IF i attatch an idle to a package and force it on the player, the player performs it in game but after the idle plays the player proceeds to glitch out and stop functioning. Please help. Are there any smart ways to go about this
Guest Posted August 25, 2019 Posted August 25, 2019 On 8/23/2019 at 1:21 PM, MordhauNZ said: Im modding with NVSE and JIP, im trying to get the player to react with a hit with an animation depending on where they get hit, how hard they're hit and if the shot penetrates. Everything is working with NPCs but the player wont play the knockback idles when I try force the animation. PlayerRef.PlayIdleEx blah blah blah I can make the player perform the animation if i add a scripted package to the play with the idle, for example If ref is player If hit on head Addscriptpackage PackageWithAnim Etc. . . IF i attatch an idle to a package and force it on the player, the player performs it in game but after the idle plays the player proceeds to glitch out and stop functioning. Please help. Are there any smart ways to go about this Yes you can't playidle on the player. I suggest to read some documentation: http://geck.bethsoft.com/index.php?title=PlayIdle You can call an idle on the player CIOSing a spell on it, playidle will work at that point. However it breaks the ability of the player to play general idles. My suggestion would be to not script it and try to use the vanilla way to react to hits, the one in the list of animations on top menu in GECK (see this).
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