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Dead animation problem


zbyl2

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I'm getting a problem with dead animation...

AssignCommand(oVisas, ActionPlayAnimation(ANIMATION_LOOPING_DEAD, 1.0, -1.0));

It works fine, problem is that in next node Visas stands up again. That was easy to fix though, I used "1412_scanning" animation in DLG Editor and she looks like she's dead during conversation.

Problem is, that after dialog ends she stands up again. Anybody know how to make Visas lying on ground all time after the dialog?

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Tried but it didn't work.

 

 

 

 

 

EDIT: I found a workaround. I wrote a script to kill Visas for good

SetMinOneHP(oVisas,FALSE);
AssignCommand(oVisas,SetIsDestroyable(FALSE,FALSE,FALSE));
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDeath(),oVisas);

And later I wrote script to spawn Visas in module

object oVisas = SpawnAvailableNPC(NPC_VISAS,GetLocation(GetObjectByTag("sp_visas")));
AssignCommand(oVisas, ActionStartConversation(GetFirstPC(), "852sacri", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0));

Problem is that now there are two Visas in module (one dead and one alive) so I will need to do something with this dead body... Anyway, problem solved... I think.

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I remember a similar problem with the Jedi Masters at Dantooine rebuilt enclave while trying to add Vash to the scene during K2RP/M478 restoration. It seems that NPCs will only stay down if the dead animation is fired at the end of the conversation from idle position (all actions and effects cleared). In that dialog we let the masters stand up briefly while the camera was pointed at the Exile and Kreia. You could try doing the same during a fade to black perhaps?

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My workaround sucks. I forgot I can't use DestroyObject if object is dead.

Anyway, I was trying to use different anim... I found a way!

AssignCommand(oVisas, ActionPlayAnimation(10083, 1.0, (-1.0)));

Using this in very last node of conversation works just fine :) There's another problem though, she's "dead" but her lightsabers don't know about it...

Show spoiler
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80321380wg5.jpg

I will try to unequip her weapon, hopefully it'll fix that problem.

 

Anyway, thanks for the help (both of you) :)

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My workaround sucks. I forgot I can't use DestroyObject if object is dead.

Anyway, I was trying to use different anim... I found a way!

AssignCommand(oVisas, ActionPlayAnimation(10083, 1.0, (-1.0)));

Using this in very last node of conversation works just fine :) There's another problem though, she's "dead" but her lightsabers don't know about it...

Show spoiler
(hidden content - requires Javascript to show)
80321380wg5.jpg

I will try to unequip her weapon, hopefully it'll fix that problem.

 

Anyway, thanks for the help (both of you) :)

 

You could try adding a line before the animation of

AssignCommand(oVisas, SetLightsaberpowered(false));

I think this is it, not positive but there is a script command for setting a light saber on or off.

 

oops to slow! go with swfan's its right.

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It wouldn't really work as her sabers are off just after conversation, but later I attack Nihilus and she switch sabers on so there would be no place to put this script.

Anyway, I used ActionUnequipItem() to unequpi her sabers and it works fine now :)

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zbyl2 wrote:

It wouldn't really work as her sabers are off just after conversation, but later I attack Nihilus and she switch sabers on so there would be no place to put this script.

Anyway, I used ActionUnequipItem() to unequpi her sabers and it works fine now

Then you'd need to remove her from the party or the AI would take over and have her join the battle after the dialog. You could use the same trick that is used to remove the partymembers when fighting the Jedi masters (DS). I think there's also a way to disable the AI for a creature but I've never tried it myself...
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Then you'd need to remove her from the party or the AI would take over and have her join the battle after the dialog. You could use the same trick that is used to remove the partymembers when fighting the Jedi masters (DS). I think there's also a way to disable the AI for a creature but I've never tried it myself...

Heh, it was much simpler. She didn't switch on sabers (and later attack Nihilus) because of her AI script but because of her faction. When I changed her faction into neutral via script, it worked perfectly.

This time problem is really solved.

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