Idle Timer in Packages

Post » Sun Aug 08, 2010 11:37 am

I have a Travel package with a destination near current location that causes an NPC to just stand in one spot. I have a list of idles in the package and they play just fine. The trouble is, they play too well and too often. I wanted to randomize and space them out them more. I've tried values ranging from 60 to 1000 in the idle timer setting of the package, with either 'Random' or 'Run in sequence' ticked, and it seems to have no effect.
Are the units supposed to be seconds, milliseconds, frames, what? Or does it just not work?
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sarah simon-rogaume
 
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Post » Sun Aug 08, 2010 3:42 pm

Hey RickerHK,

I had the same problems with timing and could never get it to work. I have Idles running in Charon's wait (guard) and follow packages. To get around the timing problem I duplicated one of the Idles (a basic posing kind of idle; in this case it's an arms folded standing pose) about six times in the list so it would play more frequently than any other and work as a basic filler idle (kind of like the standing one but different from it) so there wasn't so much constant movement and it didn't look so unnatural and then I added another three Idles that I only put in the list once. They are all randomized; I tried running them in order but I didn't like the way that looked as it was predictable and I soon learned the pattern as I was playing. It worked out to look pretty good and more like what I was after and was trying to accomplish with the timing that I couldn't get to work.

:) llama
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Nikki Morse
 
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Joined: Fri Aug 25, 2006 12:08 pm

Post » Sun Aug 08, 2010 10:18 pm

Hey RickerHK,

I had the same problems with timing and could never get it to work. I have Idles running in Charon's wait (guard) and follow packages. To get around the timing problem I duplicated one of the Idles (a basic posing kind of idle; in this case it's an arms folded standing pose) about six times in the list so it would play more frequently than any other and work as a basic filler idle (kind of like the standing one but different from it) so there wasn't so much constant movement and it didn't look so unnatural and then I added another three Idles that I only put in the list once. They are all randomized; I tried running them in order but I didn't like the way that looked as it was predictable and I soon learned the pattern as I was playing. It worked out to look pretty good and more like what I was after and was trying to accomplish with the timing that I couldn't get to work.

:) llama


That works, and looks a lot better. Thanks ;)
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Jordan Moreno
 
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Post » Sun Aug 08, 2010 12:34 pm

That works, and looks a lot better. Thanks ;)



You're welcome.

Are you adding Idles to the following packages as well?
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Enny Labinjo
 
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Joined: Tue Aug 01, 2006 3:04 pm

Post » Sun Aug 08, 2010 8:59 pm

You're welcome.

Are you adding Idles to the following packages as well?


For following, i'm scripting the delay and playing a package randomly every 30-55 seconds if the conditions are right:
not in combat
AI package 1
AI procedure 11
not moving
not talking
etc.
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Rachel Eloise Getoutofmyface
 
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Joined: Mon Oct 09, 2006 5:20 pm

Post » Sun Aug 08, 2010 10:21 am

For following, i'm scripting the delay and playing a package randomly every 30-55 seconds if the conditions are right:
not in combat
AI package 1
AI procedure 11
not moving
not talking
etc.


I'll be interested to see how that looks when it's done. I duplicated the Idles I liked and made "new" ones and conditioned them so Charon wouldn't be bobbing up and down like an idiot (GetIsID == Charon and IsSneaking == 0) to do them when he was sneaking and then handled them the same as described above. I did have to choose Idles that worked well and transitioned well with walking and running so he didn't slide along when we started to move again after standing still, but didn't have to do anything else to get them to work or play when they should.
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Melly Angelic
 
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