Dear frens,
is there a way to preview the idle animations? holla
Dear frens,
is there a way to preview the idle animations? holla
I'm building a Dwemer Drill, that where it is, is drilling into a rock wall; I also want an effect that makes it look like dirt and rock is crumbling and being blasted aside...
The only problem is, I can't find any object that looks like that, except perhaps "TrapRiggedRockFall01FX (riggedrockfall01fx)"; the problem with this object is, the animation plays once, then stops...
Is there a script to make it loop the dirt and rock animation in the Creation Kit, or a simple way, using Nifskope, to force the animation to loop?
Have you tried anything using a while loop script? I can easily do it in a magic effect script; Just in case you don't know what I mean:
int LoopingEvent OnEffectStart() ;This obviously needs to be different in your case Looping = 1 While Looping == 1 Debug.SendAnimation(akTarget,YourAnimation) EndWhileEndEvent
This is the script I made, based on what you gave me:
Scriptname aaaMOTDQuest10DrillDustScript Extends ObjectReferenceInt Property Looping AutoEvent OnLoad() Looping = 1 While Looping == 1 Debug.SendAnimationEvent(Self,"AnimPlay") EndWhileEndEvent
Unfortunately, it doesn't do anything; I've never been a wiz with scripts, so you'll have to forgive any novice mistakes I've made...
Yea, I'm no wiz either but I know some basics. Why did you define the variable like that? Did my way not work? That's the way I've been doing it and it works perfectly.
Emerald Demond, I'm not familiar with "TrapRiggedRockFall01FX (riggedrockfall01fx)", but does it play the animation whenever it is enabled? Perhaps you could disable and enable it?
int LoopingEVENT OnActivate() ; To jump start looping, if the option is desired, otherwise not necessary. if Looping > 0 ; If already looping, don't launch a second multi-threaded instance. Looping = 1 ; Cancel any pending 2-state for shut down. else Looping = 1 ; Start Looping. Loop() endifendEVENTEVENT OnCellAttach() ; Regular launch if Looping > 0 ; If already looping, don't launch a second multi-threaded instance. Looping = 1 ; Cancel any pending 2-state for shut down. else Looping = 1 ; Start Looping. Loop() endifendEVENTEVENT OnCellDetach() ; Initiate shut down. if Looping > 0 ; Go to 2-state to shut down an ongoing loop. Looping = 2 endifendEVENTFUNCTION Loop() ; Continue to Loop, while Looping is in 1-state. while Looping == 1 ;; Do Stuff here Utility.Wait(3.0) ; Or what ever is a suitable loop period endwhile Looping = 0 ; Shut down looping.endFUNCTION
Oh, thank you for the corrections; like I said, I really have no clue when it comes to scripting...
I only ever really use the Property generator, I rarely write my own, and as for Events, I know even less, so...
But taking your new suggestions, and modifying them, I've finally made it work; thank you so very much for all your help, it's absolutely perfect...