Issue with PlayIdleWithTarget and killer staying in combat a

Post » Tue Mar 05, 2013 7:10 am

It's in an execution scene where my killer walks behind the target and slits the guys throat. I have a fragment with the PlayIdleWithTarget in a dialog, so he says, "This is for Valerius" and kills the guy. (It looks awesome!)

The first problem I have is that calling that idle seems to put my killer into combat mode because (I thought) he should just let the guy drop, and walk back to his starting position based on how I have the phases set up. However, after killing him he stays at alert/combat status and holds an invisible 2H weapon, lol. (All of the packages in this alias are all flagged with weapons unequipped, which I presume is way he's holding an invisible weapon?)

Can I force him out of this combat mode?

I already have a travel back to his starting mark package on him after the kill move, as well as a dialog in that phase with the IdleStop_Loose set to play when he speaks, but it doesn't look like it's playing. He does however say his dialog and ends the scene properly.

I also set a stage with this in it:

Korst.PlayIdle(IdleStop_Loose)Korst.SetAlert(false)Alias_Korst.GetActorRef().EvaluatePackage()

The 2nd problem is that he doesn't equip a weapon for the kill move. In the same fragment, I give him a dagger and also tell him to equip it, but he doesn't equip it. Any suggestions on that?
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Harry Hearing
 
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