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Need help with making addon for EggFactory


colourtemp3000

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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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