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Looping Animations


Fallen Guardian

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Hey everyone. I've been having a problem as of late, whenever I attempt to make an NPC have a looping animation during conversation, it works, up until the point where the NPC starts talking. Then it cancels out the animation and they do the regular talking animation. I've tried making the NPC uncommandable after the animation runs, but no luck. Is there a way to fix this?

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Are you doing it with a script or in the dialogue file? Either way, the system is very sensitive.

 

Initiating a conversation will cancel all animations, no matter what. This is probably hard coded and if so, there's nothing you can do about it. So if you're scripting it, you have fire it again on the first dialogue node.

 

If you're doing it in the dialogue, you have to apply the animation to every node you want it on, even blank "continue" ones - otherwise the character will stop doing the animation between nodes and start over again in the next node.

 

Additionally, scripting the animation can have different effects than adding it to the dialogue node. For example, certain dialogue animations, such as Talk_Forceful, force the camera back a bit on angle 1, to prevent clipping. If you script the animation rather than add it to the dialogue node, however, this won't happen.

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