darkwarrior Posted September 14, 2005 Share Posted September 14, 2005 Ok this is a paiiiiiiin. I have a scene where a limping Sion collapses before continuing to limp off the bridge of the ravager. The problem is through a fluke, I applied effect death and the collapse/death animation to Sion and now when I have him walk away and clear his actions, he plays a great collapse animation before climbing back to his feet and it looks smooth. However, I wanted Nihilus to talk to Sion while hes beaten on the ground first. The problem is that whenever I have him talk, it makes Sion get up and it negates something because afterwards no matter what I try, if I clear his actions, he just stands still instead before moving to the next action. Now I am assuming this is because the conversation makes Sion stand up from his efect death state so it must negate something and prevents what is required for the collapse. I tried re-applying effect death and the death animation but to no luck. So is there a way to make the conversation not call on Sion at all? I think he may have the dialogue attached to his UTC but the dialogue itself is called through an initialisation script. Any help guys? Link to comment Share on other sites More sharing options...
Lando Griffin Posted September 15, 2005 Share Posted September 15, 2005 wait, u want sion to talk to nihilis when he is on the floor. How? i dont think thats possible, besides him on his knees, other than him lookin up, i dont think that is possible. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted September 15, 2005 Share Posted September 15, 2005 I'm pretty sure if you set Nihilus' faction to the opposite of Sion, Sion cannot get up until Nihilus leaves the area(at the end of the scene?). Try using this as Sion's OnDeath script: #include "k_inc_switch" #include "k_inc_debug" void main() { ExecuteScript("k_ai_master", OBJECT_SELF, KOTOR_DEFAULT_EVENT_ON_DEATH); object oSion = OBJECT_SELF; object oNihilus = GetObjectByTag("DarthNihilus"); if (!GetFactionEqual(oNihilus, oSion)) { ChangeToStandardFaction(oSion, 12); ChangeToStandardFaction(oNihilus, 11); } // In case Nihilus' and Sion's factions aren't re-set... // Re-set them after 1 minute, if needed, change the value below DelayCommand(60.0, ChangeToStandardFaction(oSion, 5); DelayCommand(60.0, ChangeToStandardFaction(oNihilus, 1); } That might work. However, if Sion turns into a backpack, try making a custom *.utc for this scene, with the "No Permanent Death" property set to true to make him lay there, like a party member. Link to comment Share on other sites More sharing options...
stoffe Posted September 15, 2005 Share Posted September 15, 2005 I have a scene where a limping Sion collapses before continuing to limp off the bridge of the ravager. The problem is through a fluke, I applied effect death and the collapse/death animation to Sion and now when I have him walk away and clear his actions, he plays a great collapse animation before climbing back to his feet and it looks smooth. I would use dialog animations for the Collapse/Death part rather than actually applying death effects to him. That way you have more control over how it looks, and the animations will stick for as long as you want them to. Wait to apply the Death or Damage effect until he's supposed to get up and limp out. You could probably do the "get up" thing through dialog animations as well to give a result matching what you get with your death effect. The animations are there after all. So is there a way to make the conversation not call on Sion at all? I think he may have the dialogue attached to his UTC but the dialogue itself is called through an initialisation script. I don't know it if makes any difference, but you could try moving the dialog to another creature or placeable so it's not started by/with Sion. But then you'd have to make sure that all of Sion's lines has his tag set in the Speaker field, and make sure any scripts the dialog fires does not assume Sion to be OBJECT_SELF. Also remove Sion from the Listener field if he's there for the nodes where he's supposed to be knocked out. Link to comment Share on other sites More sharing options...
darkwarrior Posted September 15, 2005 Author Share Posted September 15, 2005 The death animation is the obvious thing but when it ends he just jumps straight up rather than clambering up like he does now which I thought looked great. But I guess sacrifices must be made. Lando, I don't want him to talk on the ground, I want Nihilus to talk in general, it will be directed at Sion but I don't need him to be attached to the dialogue obviously. Its a single dialogue and makes Sion leap to his feet from death which is screwing everything up. I'm gonna go try the methods you've described, I'll let you know how it goes. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted September 16, 2005 Share Posted September 16, 2005 What about having Sion fall near the end of the bridge, then having him get up while Nihilus is walking toward him? Link to comment Share on other sites More sharing options...
darkwarrior Posted September 17, 2005 Author Share Posted September 17, 2005 In the end I just changed how things occured, nothing else was working properly. Now after hes beaten, Sion gets up, ignites his saber again and tries to attack but falls. Then Nihilus speaks and Sion deactivates his saber and walks away defeated. It still works I think, Link to comment Share on other sites More sharing options...
darkwarrior Posted September 17, 2005 Author Share Posted September 17, 2005 Oh, and thanks for all your help guys, it taught me a lot of new stuff and prevented me going completely insane. Link to comment Share on other sites More sharing options...
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