NPC idle marker animations

Post » Tue Apr 06, 2010 4:55 pm

I've created a custom idle marker and assigned 3 animations to it (2hrloiteronehanded, etc.). I've created an AI package for an npc to use the idle marker. The problem is that while I can get the NPC to stand on the idle marker, he will not play any of the idle animations.

If I set the AI package to "sandbox" with a small radius, the NPC will not even move from his placed spot to use the idle marker beside him. If I set the AI package to "travel" and reference the idle marker, he will go stand on the idle marker but he will not play any of the idle animations. It doesn't matter if I check "random" or "in sequence", or what value I use for the idle timer. He won't play -any- of the animations. Am I missing something?

I don't understand why FO3 AI is so uncooperative...
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Wed Apr 07, 2010 3:37 am

You have a nevmesh laid down and you have idle markers checked in the package? Maybe try one of the anims from LOOSE (just to see). Or conditions on the anim aren't being met?
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Wed Apr 07, 2010 2:20 am

I've cut down to 2 animations for my testing (Loose2hrLoiterOneHanded and Loose2hrLoiter), since none of them seem to be working. Yes, the place is navmeshed (otherwise the NPC would not travel to the idle marker at all). Can you elaborate what you mean by conditions? I've set no conditions. Basically, it's an idle marker, referenced by the AI package as a destination. The AI packge schedules are set to "any"--I just want him to stand there (which he does), preform the animations indefinitely (he does not even do them once), period (if only...).
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Wed Apr 07, 2010 5:13 am

Under Gameplay -> Idle Animations -> [Character] -> LOOSE, you'll see the two anims you are using. They have conditions set that have to be met in order for the anim to play.

Both have GetWeaponAnimType = 5 & IsWeaponOut = 1. So try ticking Weapon Drawn in the package and giving them a weapon that uses anim type 5 (don't know which :shrug: ). You could always duplicate the anim and remove the conditions, but it can cause some weird behavior.

You could also skip the anim marker and just add the anim to the package -> Idles -> Use specific idles. It will probably just loop one though. So you would have to set up a 2nd package and then use GetRandomPercent on both.

Package one: GetRandomPercent <= 50
Package two: GetRandomPercent <= 90

Both with the same idles with random ticked.
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Wed Apr 07, 2010 3:19 am

Ah ok, thanks for the heads up on the condition thing. The NPC was equipped with a combat shotgun and weapon drawn was checked for the AI package--but apparently, combat shotgun does not qualify as "anim type 5"....gawd....thanks for perserving my sanity...
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Tue Apr 06, 2010 8:10 pm

NP, been there :)
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm


Return to Fallout 3