valencia Posted July 27, 2023 Posted July 27, 2023 I'm trying to add an animation to PSQ transformation. After some research, I found the script and I added this line but it does not do anything. Here's the block of code in question: Succu.PlayAnimation("actors\vampirelord\animations\mt_transform.hkx") Int HenshinMoan = PSQ.SoundHenshinMoan.Play(Succu) PSQ.SuccubusTransFXS.Play(Succu, 0.5) Utility.Wait(0.5) PSQ.FireFXShader.Play(Succu, 0.5) PSQ.ShockPlayerCloakFXShader.Play(Succu, 0.5) The line in bold is the one I added. This is the psc file. I've tried PlayAnimation and PlayIdle with no success. Any help would be appreciated.
ghastley Posted July 27, 2023 Posted July 27, 2023 PlayAnimation can not be used on Actors. It’s for animated objects a.k.a. Moveable Statics, where the operand is not the path to an animation, but the name inside the nif of the sequence.
valencia Posted July 27, 2023 Author Posted July 27, 2023 1 hour ago, ghastley said: PlayAnimation can not be used on Actors. It’s for animated objects a.k.a. Moveable Statics, where the operand is not the path to an animation, but the name inside the nif of the sequence. Ok so in my case what would I put instead of PlayAnimation?
valencia Posted July 27, 2023 Author Posted July 27, 2023 1 hour ago, krzp said: Debug.SendAnimationEvent ? Hmm it says the parameters are the reference to send the event to and the event to send but in this case what would be the event? Since I'm trying to use the same animation from the vampirelord animation, I'm guessing that would be the event?
Tlam99 Posted July 27, 2023 Posted July 27, 2023 18 minutes ago, valencia said: PlayAnimation? formcast actor as objectreference You also cannot play a hkx, you must make an animation. Check the animations how they look like.
valencia Posted July 27, 2023 Author Posted July 27, 2023 4 minutes ago, Tlam99 said: formcast actor as objectreference You also cannot play a hkx, you must make an animation. Check the animations how they look like. After some more digging it appears the answer lies in Debug.SendAnimationEvent(ObjectReference arRef, string asEventName) but what I don't get is what is the actual event name here.
Tlam99 Posted July 27, 2023 Posted July 27, 2023 6 minutes ago, valencia said: it appears the answer lies in Debug.SendAnimationEvent(ObjectReference Both can be used. The debug does not need a filled animation in the definitions before the onevent or whatever, as it contains it. In both cases you need to create an animation, run fnis if it's a new one. I recommend, try it with an available animation first. There are still lot's of hurdles there. In welcome dragonborn mod (see my profile) are some examples, my first try to get this working. Quite old, but it works.
valencia Posted July 27, 2023 Author Posted July 27, 2023 31 minutes ago, Tlam99 said: Both can be used. The debug does not need a filled animation in the definitions before the onevent or whatever, as it contains it. In both cases you need to create an animation, run fnis if it's a new one. I recommend, try it with an available animation first. There are still lot's of hurdles there. In welcome dragonborn mod (see my profile) are some examples, my first try to get this working. Quite old, but it works. Alright I'll check it out. Thanks for your help.
MadMansGun Posted July 27, 2023 Posted July 27, 2023 Idle property IdleVampireLordTransformation auto Debug.SendAnimationEvent(Succu, "IdleVampireLordTransformation")
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