I found out how to make Animation Events actually move an Ac

Post » Wed Jun 20, 2012 3:49 pm

So I've been trying to use http://www.creationkit.com/SendAnimationEvent_-_Debug to try and control a horse. I can manage to get it to sprint (not walk or run though), however I can't figure out how to get it to turn. I tried sending "TurnLeft" and "TurnRight" animation events, but neither worked. I also tried using http://www.creationkit.com/SetAngle_-_ObjectReference and http://www.creationkit.com/TranslateTo_-_ObjectReference in order to turn the horse. Although the horse turns, it still keeps moving in the direction that it started out in.

Video example: http://youtu.be/G92xJzL-zkU

Any ideas on how to get that to work?

EDIT: Found out there was http://skyrim.nexusmods.com/downloads/file.php?id=12577 that does what I was trying to make. I'd still like to know how to make the horse turn though. In the other mod, it looks like the author just decided to change the player into the horse instead (great idea, makes control much easier and doesn't need to rely on SKSE).
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Megan Stabler
 
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Post » Wed Jun 20, 2012 10:56 am

no, that would have been awesome but no you get no return for this if called on the player.

Anyway the attackstop works well enough, thanks.

I can confirm this works. If you called getCombatTarget on player. This acts as Oblivion's getCrossHairRef. The distance this crosshair can get is relatively short thou.
Player must be in combat with this entity first, before it would return something. If not, none will be return...

If out-of-combat, this can pick Follower (Lydia? :P)
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Timara White
 
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Post » Wed Jun 20, 2012 3:55 pm

So I've been trying to use http://www.creationkit.com/SendAnimationEvent_-_Debug to try and control a horse. I can manage to get it to sprint (not walk or run though), however I can't figure out how to get it to turn. I tried sending "TurnLeft" and "TurnRight" animation events, but neither worked. I also tried using http://www.creationkit.com/SetAngle_-_ObjectReference and http://www.creationkit.com/TranslateTo_-_ObjectReference in order to turn the horse. Although the horse turns, it still keeps moving in the direction that it started out in.

Video example: http://youtu.be/G92xJzL-zkU

Any ideas on how to get that to work?


There is some event called.... turn canned 90* 180* left, right or something that make the horse actually turn in said direction. I don't remember the event correctly as I don't have CK atm, but during my mod, I found out this works quite nicely.
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john palmer
 
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Post » Wed Jun 20, 2012 1:59 am

Thanks, the CannedTurnLeft\Right\90\180 does turn the horse, although only when the horse is standing still. For some reason though, it seems like sending those events set the bAnimationDriven variable back to false. I need to set it back to true or else using SprintStart will just have the horse running in place.
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Laura Ellaby
 
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Post » Wed Jun 20, 2012 5:47 am

I got the impression that animations behave in states, as defined in behavior.hkx.
Of course if the actor is in moving state, it will not transit to different animation state, unless that current state is finished/interrupted

If you want to change the way this work, well, have fun changing the behavior files :tongue:

To make actor actually turn, you might have to do something like this

[actor is moving] ====> send AnimationEvent to stop moving =====> send Animation Event to turn the same frame
This is a natural way to make actor moves the way you like
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Robert DeLarosa
 
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