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AAF API / equipmentSets


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Hi,

I need some help please...

 

I start an animation (PC + NPC) through the AAF script API.
In the 'SceneSettings.startEquipmentSet' I use a custom equipmentSet I have defined for the player character.
While the equipment set works perfectly fine for the PC, the NPC won't unequip anything at all anymore when I do this... :(

 

I assume this is because my equipmentSet only defines rules for the player character AAF does not know what to do with the other character?

 

I only want to manipulate the player character equip rules, NPCs should use the default equip rules of AAF.
Is there a way to do this, or what am I doing wrong?

 

equipment set example:

<equipmentSet id="myUnEquip">
    <condition isPlayer="true">
        <unEquip bipedSlot="Unnamed1"/>
        <unEquip bipedSlot="[U] R Leg"/>
        <unEquip bipedSlot="[U] L Arm"/>
    </condition>
</equipmentSet>

<equipmentSet id="myReEquip">
    <condition isPlayer="true">
        <reEquip bipedSlot="Unnamed1"/>
        <reEquip bipedSlot="[U] R Leg"/>
        <reEquip bipedSlot="[U] L Arm"/>
    </condition>
</equipmentSet>

 

Akor

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I don't quite understand what is being tried or what is happening. It might be easiest for you to create an AAF_QA entry for this so I can see and troubleshoot more easily. Instructions on doing that are on discord.

 

Is it possible that you are unequipping outfits on the NPC? So that multiple items are removed at once?

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@Akor

 

In your AAF_QA, you have defined the equipmentSets like this:

<equipmentSet id="myUnEquip">
    <condition isPlayer="true">
        <unEquip bipedSlot="Unnamed1"/>
        <unEquip bipedSlot="[U] R Leg"/>
        <unEquip bipedSlot="[U] L Arm"/>
    </condition>
</equipmentSet>

<equipmentSet id="myReEquip">
    <condition isPlayer="true">
        <reEquip bipedSlot="Unnamed1"/>
        <reEquip bipedSlot="[U] R Leg"/>
        <reEquip bipedSlot="[U] L Arm"/>
    </condition>
</equipmentSet>

 

In the condition nodes, you have isPlayer="true". This means that those equipment actions only happen if the actor they are applied to is the PC. So, the outcome you describe is expected. It should work on PC and NPC if you remove `isPlayer="true"` from the condition nodes. If you want one thing for the PC and something else for the NPC, you can do something like this:

<equipmentSet id="myUnEquip">
    <condition isPlayer="true">
        <unEquip bipedSlot="[U] L Arm"/>
    </condition>

    <condition isPlayer="false">
        <unEquip bipedSlot="[U] R Leg"/>
    </condition>
</equipmentSet>

<equipmentSet id="myReEquip">
    <condition isPlayer="true">
        <reEquip bipedSlot="[U] L Arm"/>
    </condition>

    <condition isPlayer="false">
        <reEquip bipedSlot="[U] R Leg"/>
    </condition>
</equipmentSet>

 

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