Darth333 Posted May 11, 2004 Share Posted May 11, 2004 When editing a dlg file, there is a field called AnimList When the proper number is entered, it is possible to have an animation without having to attach a script to the dialog in the Script field. Per example, 10035 is for bow and 10041 is for laughing. I may have missed something quite simple but i'm trying to figure out where i can find the list of these animations. I've been looking in the 2da file but i found nothing so far. Link to comment Share on other sites More sharing options...
tk102 Posted May 11, 2004 Share Posted May 11, 2004 Those values that you posted are not familiar to me. In the nwscript.nss the animations are listed near the top as integer constants ANIMATION_FIREFORGET_BOW=105 for example. In animations.2da, bow is #19. Link to comment Share on other sites More sharing options...
Darth333 Posted May 11, 2004 Author Share Posted May 11, 2004 I tried a few ones in uthar's dialog in my Dustil and Bandon mods and it works!!! I'm really trying to figure out where these values come from. I can't see them anywhere Link to comment Share on other sites More sharing options...
tk102 Posted May 11, 2004 Share Posted May 11, 2004 Post whatever you discover. If we have a list comprehensive enough, I'll incorporate it into DLGEdit. Link to comment Share on other sites More sharing options...
Darth333 Posted May 11, 2004 Author Share Posted May 11, 2004 Ok so we've found the file: it's dialoganimations.2da. So it's possible to have an npc perform the actions listed in this file by simply referring to the number of the animation in the AnimList of the dlg file. Oh, and don't forget to identify the participant or it won't work. Here is a screenshot on how to do it: http://img47.photobucket.com/albums/v144/Darth333/animations.jpg It makes Uthar bow in my Recruitable Dustil mod. Link to comment Share on other sites More sharing options...
tk102 Posted May 11, 2004 Share Posted May 11, 2004 There are some undocumented ones at the end of that file too. 219 = Knock back (like Force Push) 220 = Force Jump (why do this during a dialog?) 221 = Collapse from choking 222 = Collapse from knockout 223 = Fall down slowly (right) 224 = Fall down slowly (center) 225 = ??? 226 = ??? The last two made my puppet, Darth Bandon, look tense with no body movement. Link to comment Share on other sites More sharing options...
Darth333 Posted May 11, 2004 Author Share Posted May 11, 2004 Originally posted by tk102 There are some undocumented ones at the end of that file too. 220 = Force Jump (why do this during a dialog?) perhaps someone more imaginative will find some use for this Link to comment Share on other sites More sharing options...
T7nowhere Posted May 11, 2004 Share Posted May 11, 2004 I don't get it. The numbers in dialoganimations.2da does not have the numbers that are found in the dialogs. so I assume that those animations do work, but where do the other numbers come from? Link to comment Share on other sites More sharing options...
Darth333 Posted May 11, 2004 Author Share Posted May 11, 2004 Originally posted by T7nowhere I don't get it. The numbers in dialoganimations.2da does not have the numbers that are found in the dialogs. so I assume that those animations do work, but where do the other numbers come from? the last two or three digits of the number found in the dialog correspond to the number of the dialoganimations.2da file. Link to comment Share on other sites More sharing options...
tk102 Posted May 11, 2004 Share Posted May 11, 2004 For some reason you have to add 10000 to them in the dialogs... I guess. Link to comment Share on other sites More sharing options...
Darth333 Posted May 11, 2004 Author Share Posted May 11, 2004 Originally posted by tk102 For some reason you have to add 10000 to them in the dialogs... I guess. That's correct Link to comment Share on other sites More sharing options...
T7nowhere Posted May 11, 2004 Share Posted May 11, 2004 Ok that makes sense. why it works doen't but anyway... We should probly fill in the blanks as we discover them. Link to comment Share on other sites More sharing options...
tk102 Posted May 11, 2004 Share Posted May 11, 2004 That's got be a record for us -- 1hr 27min for asking a question on a brand new subject and producing answers and documentation in 11 posts. Link to comment Share on other sites More sharing options...
Jackel Posted May 11, 2004 Share Posted May 11, 2004 Originally posted by Darth333 perhaps someone more imaginative will find some use for this i can figure out a use for it already Link to comment Share on other sites More sharing options...
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