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Fan48

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With a script:

void main() {
   object oTarget = /*object*/;
   AssignCommand(oTarget, ActionPlayAnimation(61, 1.0f, 3.0f));
}

 

For that script above, just edit the object comment, and tweak the second and third arguments for the "ActionPlayAnimation()" call until it looks right. You may wish to check the scripting tutorials at the top of the Holowan Labs page for more info :)

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How would you go about integrating these in dialogue?
If it's a TSL dialogue and only one character should play the animation, it is easiest to use the customizable script a_play_anim. When editing the dialogue, put 'a_play_anim' in the Script#1 or Script#2 field. Parameter 1 is the animation number, Parameter 3 is how long the animation should play in seconds. Put the character's tag in the string parameter field. Leave it empty if the main character should play the animation.

You can find the source code for this script along with comments in scripts.bif -> Scripts, Source -> a_play_anim.nss.

 

With a script:

void main() {
   object oTarget = /*object*/;
   AssignCommand(oTarget, ActionPlayAnimation(61, 1.0f, 3.0f));
}

I don't know about K1, but in TSL you have to add 10,000 to the row number in animations.2da to play it in a script.
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