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Animations and dlg files


Darth333

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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.

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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.

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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.

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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.

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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.

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