Having troubles with idles

Post » Sun Aug 15, 2010 2:20 pm

Hey all,

I'm having difficulties with the idle's of the npc's I have created.

I'm making a machinima and I have noticed that a lot of idle's don't work when you set them as the idle animations is a npc is sandboxing or talking.
Is there a way to make my npc look at a serten object and use a serten animation without the usage of scripts?

So I made NPC1 sandbox at xmarker talk1. I make sure it stay's at that location and that it won't do anything then the idle's I have selected.
But with a lot of idle's dont seem to work this way.

This is all for a machinima so I would like to avoid scripts for the Geck as much as possible.
But if anyone could maybe help me out with a simple script where I can imput a serten animation and where the npc is looking at then that would be greatly appreciated.


Example:
NPC A stands next to NPC B. NPC A moves his head to NPC B (on his right) and nods. NPC A then keeps looking at NPC B
when NPC B moves his head to his left and nods to NPC A.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Mon Aug 16, 2010 12:42 am

for NPC orientation you can use

npcA.getAngle -> npcB.setAngle and maybe also use npcB.rotate someSpeedNumber 


to make it look more natural.

To make them head track each other, use the Look funciton:

npcB.Look npcA 


and vice versa.

To stop the head track use stopLook.

To play a certain animation you can use playGroup.

Check out the GECK wiki for more details ;)
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Bereket Fekadu
 
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