colourtemp3000 Posted December 27, 2021 Posted December 27, 2021 Hello, looks like I cant find any help with my problem. I trying make addon to EggFactory which able to add animations for player and npc (especially for npc) at labor, but I have so low experience with scripting and making events for games, so after lot of tryies I done nothing, my scripts dont work, even is it successful compiled, mod author dont want adding anim's since last century) and I dont know why, I found some vanilla idle animations which can be used at that addon, but as I already says I make too many mistakes at scripting and etc. I post here my ideas and scripts, please can you look at that and help me, or mb you can make a favor and make addon by yourself. First and second script, first script I tried to use at labor MagicEffect and disease, but at labor effect It dont work, and looks like disease not add to the npcs so this dont work too. At second script I tried to make animation start when fluid fx adding before labor and ending when item was unequipped after labor finished, but still have nothing works Spoiler Scriptname EggFactoryLaborAnims extends ActiveMagicEffect Idle Property EFlabor Auto Idle Property IdleStop_Loose Auto event OnEffectStart(actor akTarget, actor akCaster) akTarget.PlayIdle(EFlabor) endEvent event OnEffectFinish(actor akTarget, actor akCaster) akTarget.PlayIdle(IdleStop_Loose) endEvent Spoiler Scriptname EggFactoryFluidLaborAnims extends ObjectReference ObjectReference Property eggfactoryfluid Auto Actor Property PlayerRef Auto Event OnObjectUnEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject == eggfactoryfluid debug.SendAnimationEvent(PlayerRef, "IdleWounded03Exit") EndIf Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject == eggfactoryfluid debug.SendAnimationEvent(PlayerRef, "IdleWounded03") EndIf Utility.Wait(20) ;time it takes to finish the animation PlayerRef.PlayIdle(IdleStop_Loose) ;this prevents the actor from getting stuck in an animation loop EndEvent Idle Property EFlabor Auto Idle Property NewProperty Auto Int Property IdleWounded03 Auto Idle Property IdleWounded03 = IdleWounded03 Auto Also I made se conversion of last version of mod, I also post it here List of animations which can be used Spoiler IdleWarmHands_crouched_enter.hkx IdleWarmHands_crouched_exit.hkx IdleWarmHands_crouched_pot.hkx IdleGreybeardMeditateEnterA.hkx IdleGreybeardMeditateExitA.hkx IdleGreybeardMeditateIdleA.hkx IdleBlessingKneel_Enter.hks IdleBlessingKneel_Exit.hks IdleBlessingKneel_Loop.hks BleedOut_Idle.hkx WebIdleAltered.hkx or WebIdleBreathing.hkx WebIdleExit.hkx MT_Wounded_03.hkx MT_wouned03Exit.hkx MT_Wounded_02.hkx MT_wouned02Exit.hkx MT_BoyRitual.hkx P.S. Mb anywhere at original mod's scripts laying somewhat which can make nps playing animations like it player character does, but I dont found that, if it possible to make then I can just made addon with DAR to play random animations from list ( I can try ) EggFactory 36 SE.7z Sorry for double posting, Im not sure where this post would be better to post
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