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NPC Animation's


Scorge

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Hello, I am wondering on how to make an NPC do a computer typing and fixing/engineering animation through scripting without starting a dialogue with the NPC. And for the NPC to repeat the animation after the dialogue. Thanks.

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Just add 100 infront of the number... so for example;

DelayCommand(0.8, AssignCommand(oSittingWalrusman, ActionPlayAnimation(10037, 1.0, 0.0)));

 

Or, if you find an animation you want in the nwnscript.nss, than just use that number only. For example;

DelayCommand(0.8, AssignCommand(oSittingWalrusman, ActionPlayAnimation(37, 1.0, 0.0)));

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Just change it to whatever you've identified your object as earlier in the script. So you'd have something like this:

 

Delete all the colored text and replace it with what it tells your before you compile.

 

void main()
{

object o[color="Red"]"Delete quotes and put whatever you want here"[/color] = GetObjectByTag([color="SeaGreen"]"YOUR OBJECT'S TAG"[/color]);

DelayCommand(0.8, AssignCommand(o[color="DarkRed"]"Whatever you put in the red above"[/color], ActionPlayAnimation([color="Purple"]Your animation number[/color], 1.0, [color="Black"]How long you want it to run[-1.0 is looping forever][/color])));

}

 

If it's a looping animation this would be the creature's onSpawn script, but if it's a fire forget animation it'd be in it's heartbeat script.

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