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GECK/FOSE Help - AmbSound/SyncAnims


Khevenhueller

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Posted

If it goes on like this I can open a thread like 'Khevenhuellers questions'... well...

 

Let's say I have an interior cell with a vault galley and surrounding rooms/halls. I've been looking for related tut's but not very successful so far.... is there a chance to get an ambient soundfile playing just inside the galley and dampened down in the surrounding rooms? I've been thinking about an effect like in ME 3 in front of the 'Purgatory'.... full frequencies and volume in the galley only and fading down in the surroundings.

 

Aaand 2nd.... i'd like to get some NPC's doing a package with specidles synchronized. Like.... 4 anims in a row and all NPC's doing it at the same time. I've already tried letting them use x-markers with package idles but (of course) they take different times to reach the markers and therefore start the anims at different times. What i'm thinking of is more like a synchronized dance group starting at a certain time. Is there a way to achieve that ingame? Without involving the player and stuff like the groovatron?

 

 

Posted

1) Check "Acoustic Spaces". Those which start with INT are interiors.

 

2) A better approach could be via script, first you restrain them and then you trigger the animation. You can use at least 3 approaches to trigger the animation, but the best way to sync em could be playidle them. Something like this should do the trick:

MyNPC1.SetRestrain 1
MyNPC2.SetRestrain 1
MyNPC3.SetRestrain 1
...
MyNPC1.PlayIdle MyAnimation
MyNPC2.PlayIdle MyAnimation
MyNPC3.PlayIdle MyAnimation
Posted

is there a chance to get an ambient soundfile playing just inside the galley and dampened down in the surrounding rooms?

If you just want it quieter, this is what the Attenuation settings are for. If you want it to sound muffled, that would require a separate sound file made to sound muffled; you could place the muffled loop as sound effects at the entrances and exits and set the Attenuation on the main sound to drop off there or you could make the galley its own cell.

i'd like to get some NPC's doing a package with specidles synchronized. Like.... 4 anims in a row and all NPC's doing it at the same time.

Try looking into Sexout's code to see how it sets synchronized animations between two or more actors.
Posted

 

2) A better approach could be via script, first you restrain them and then you trigger the animation. You can use at least 3 approaches to trigger the animation, but the best way to sync em could be playidle them. Something like this should do the trick:

MyNPC1.SetRestrain 1
MyNPC2.SetRestrain 1
MyNPC3.SetRestrain 1
...
MyNPC1.PlayIdle MyAnimation
MyNPC2.PlayIdle MyAnimation
MyNPC3.PlayIdle MyAnimation

 

Sexout is not an option to me since I'm FO3 only. Unfortunately. setrestrained though sounds promising but... uh.... is far above my scripting skills, i have to admit. So the workflow would be:

 

- handing the NPCs a travel package starting at 22:00 to the location where i want them. 

- restrain them there, freeze them in a static pose and make them wait until all NPCs arrive at their x-heading markers (must reach location? )

- keep them restrained and start the anim ( loop )

- unrestrain them once their package is done and let them go back to their daily routine 

 

Am I right there?

 

Concerning the ambient sound I tried the acousticspace solution which gave me some nice background sound options but doesnt really fit what i wanted. I'm trying the approach with different soundfiles on the galleys entrance doors then. But thanks anyway :)

Posted

not sure if you can really manage to do it, with that approach. For a decent package handling, you should really script some code. However you can try of course, let us know how it goes!

Posted

Right now I am pretty much stuck to be honest.

 

Problem #1: Getting the NPCs to a certain location at a certain time facing a certain direction - Travel Packages to xmarkerheadings

 

Problem #2: Making them wait for each other there until everyone's arrived - set.restrained 1 as a result script when the Travel Package is done

 

Problem #3: Animate them synchronously AFTER everyone's there - ......... ?

 

After reading through various stuff from cipscis, the geck and others I came up with the idea of a result script for the Travel Packages for each of the NPCs making them check if the others completed their travel as well. 

 

Roughly like:

 

begin OnPackageDone MyNPC1

 

     if MyNPC2.TravelPackageDone 1 AND

     if MyNPC3.TravelPackageDone 1 AND

     if MyNPC4.TravelPackageDone 1

           GoTo AnimPackage

     else KeepWaiting

     endif

end

 

Not sure if and how I could check for those conditions so far though. Not to mention the correct syntax. I'm working on it :)

 

 

Posted

Mmmh... If you want, you could PM me the ESP and the details (who they are, where they must go, which cell, position, when they must animate, what kind of animation they must play), I'll try to write you a small script to handle that so you have a starting point and can elaborate better from there.

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