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

Post » Wed Jun 20, 2012 7:26 am

Writing:

Reference.SetAnimationVariableBool("bAnimationDriven", true)

will cause "moveStart" to actually move you forward. It will also make "SprintStart" to move the actor forward, too. Usually calling "SprintStart" will cause the actor to sprint in place, but setting the actor into an "Animation Driven" (as opposed to the default "Motion Driven") state will mean the animations determine what the actor does, not it's motion, thus causing him to run forward.

Link to all animation variables: http://www.gamesas.com/topic/1360112-full-dump-of-all-animation-variables/
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Teghan Harris
 
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Post » Wed Jun 20, 2012 5:13 am

:banana:
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Baby K(:
 
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Post » Wed Jun 20, 2012 12:10 pm

:banana:
Yeah, I'm pretty happy too! Mostly because now I can ditch that mimic script you gave me to make an actor walk. This is good, because the mimic script ignored clipping and would make it possible for an actor to walk though a wall.
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dav
 
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Post » Wed Jun 20, 2012 2:26 am

If you switch to dragonrace and run the flying animation?
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Harry Leon
 
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Post » Wed Jun 20, 2012 4:48 pm

If you switch to dragonrace and run the flying animation?

Yup.
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Trista Jim
 
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Post » Wed Jun 20, 2012 8:34 am

Interesting. So would this work with swimming as well ("SwimStart")? How would I script that onto the player?
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Anna Krzyzanowska
 
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Post » Wed Jun 20, 2012 5:18 pm

Interesting. So would this work with swimming as well? How would I script that onto the player?

Heck, you could change your bat animation to use a small dragon model and try using the flying animation to move (but keep the old version too just in case it doesn't work...heh)
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BlackaneseB
 
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Post » Wed Jun 20, 2012 10:42 am

Yeah man that's what I'm totally thinking right now. lol... all that hard work and maybe all I have to do is that. I'm still pretty noobish though when it comes to scripting. How would I attempt this?

If this works well our dear Moopus may have just lit a match on the nuclear warhead that is the plethora of modders trying to have the first, well functioning, dragon flying/riding mod.

I have no interest in that. I just want to make my Bat Form more solid. Right now it uses a textbook camera flying script. :P
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Everardo Montano
 
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Post » Wed Jun 20, 2012 11:02 am

Interesting. So would this work with swimming as well? How would I script that onto the player?

You could make a spell and then cast it on yourself:

Event OnEffectStart(Actor akTarget, Actor akCaster)	 akCaster.SetAnimationVariableBool("bAnimationDriven", true)		  Debug.SendAnimationEvent(akCaster, "SwimStart")		  Debug.SendAnimationEvent(akCaster, "MoveStart")EndEventIt looks quite amusing.
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Dan Wright
 
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Post » Wed Jun 20, 2012 3:41 am

I'm gonna test that Moopus. I want to see if it will allow the player to 'swim' through the air.

!!!
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Racheal Robertson
 
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Post » Wed Jun 20, 2012 10:11 am

How do I define bAnimationDriven? It wont compile because that isn't defined.

EDIT: Answered in post.
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Carlos Vazquez
 
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Post » Wed Jun 20, 2012 2:29 pm

maybe you have to put it in quotes, like
akCaster.SetAnimationVariableBool("bAnimationDriven", true)

Thats how the other "Set variable" type functions seem to work...a string containing the variable name...
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Victoria Vasileva
 
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Post » Wed Jun 20, 2012 10:39 am

maybe you have to put it in quotes, like
akCaster.SetAnimationVariableBool("bAnimationDriven", true)

Thats how the other "Set variable" type functions seem to work...a string containing the variable name...

Ah yes, that was it. Thank you.

Okay, here goes. If this works I'll effing die.
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Amber Hubbard
 
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Post » Wed Jun 20, 2012 5:22 am

maybe you have to put it in quotes, like
akCaster.SetAnimationVariableBool("bAnimationDriven", true)

Thats how the other "Set variable" type functions seem to work...a string containing the variable name...

Yeah sorry, just edited the OP.
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Marquis T
 
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Post » Wed Jun 20, 2012 5:11 am

Here is test with the dragon method. Make sure you define "Dragon Race" in the property window!:

Race Property aPlayerRace AutoRace Property DragonRace AutoEvent OnEffectStart(Actor akTarget, Actor akCaster)aPlayerRace = Game.GetPlayer() .GetRace()	 akCaster.SetRace(DragonRace) ; I believe you need a Race property.	 akCaster.SetScale(0.20)Utility.Wait(0.1)	 akCaster.SetAnimationVariableBool("bAnimationDriven", true)		  Debug.SendAnimationEvent(akCaster, "TakeOff_Vertical")		  Debug.SendAnimationEvent(akCaster, "FlyStartCruise")EndEventEvent OnEffectFinish(Actor akTarget, Actor akCaster)	 akCaster.SetRace(aPlayerRace)	 akCaster.SetScale(1.0)EndEvent

[Edit] This is working... I'm very close to getting it to work. So Hold on...
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Rodney C
 
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Post » Wed Jun 20, 2012 7:54 am

So far nothing is happening for me. My character just freezes up. This sounds promising though.

SwimStart I already had defined but I can't find a MoveStart anywhere in the Idles list. Either way atm it just freezes the character :P
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Robert
 
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Post » Wed Jun 20, 2012 12:14 pm

If you can get that working for dragons, I'll cry tears of joy.
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Laura Simmonds
 
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Post » Wed Jun 20, 2012 11:09 am

So far nothing is happening for me. My character just freezes up. This sounds promising though.

SwimStart I already had defined but I can't find a MoveStart anywhere in the Idles list. Either way atm it just freezes the character :tongue:

Well I've got the dragon script and it's looking pretty good! I'll be sure to post it soon!

[Edit] It works! It's lookin' great! Postin' soon.
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Laura Shipley
 
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Post » Wed Jun 20, 2012 6:54 am

I think I know why I'm just guessing it's the AnimationDriven bit.

When I use FlyStartCruise it fills the animation but it doesn't move the character. Should it?
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Andrea Pratt
 
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Post » Wed Jun 20, 2012 6:28 am

Well I've got the dragon script and it's looking pretty good! I'll be sure to post it soon!

[Edit] It works! It's lookin' great! Postin' soon.

You friggin little genius. You know what you've done??? You just blew the lid off Deep Throat!
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Ownie Zuliana
 
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Post » Wed Jun 20, 2012 3:21 am

You friggin little genius. You know what you've done??? You just blew the lid off Deep Throat!

Haha thanks! I didn't use FlyStartCruise, I used TakeOff.
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Wayland Neace
 
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Post » Wed Jun 20, 2012 5:55 am

Dude, you should totally make a simple little mod that adds a spell that users your new script. Throw it in a tome on the floor of Riverwood or something. Because I'll subscribe to it instantly if you do.
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Laura Ellaby
 
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Post » Wed Jun 20, 2012 12:18 pm

Dude, you should totally make a simple little mod that adds a spell that users your new script. Throw it in a tome on the floor of Riverwood or something. Because I'll subscribe to it instantly if you do.

Allright, will do. I just gotta' make it look fluid and nice.
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Fam Mughal
 
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Post » Wed Jun 20, 2012 9:18 am

Did you test this with SwimStart?

Forwhatever reason moveStart doesn't operate so my character stays frozen due to the movement being edited.
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Jesus Sanchez
 
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Post » Wed Jun 20, 2012 6:01 am

Did you test this with SwimStart?

Forwhatever reason moveStart doesn't operate so my character stays frozen due to the movement being edited.

Thats because you made it animation driven. Animation driven = you no longer dictate what you do, the animations do. You can revert this by Typing:

Ref.SetAnimationVariableBool("bAnimationDriven", false)Ref.SetAnimationVariableBool("bMotionDriven", true)
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Danii Brown
 
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