How to make Actor play animation while playing AI Package?

Post » Wed Jun 20, 2012 11:26 am

I been trying to make an Animal actor to play certain animations while an AI Package is active, how do i manage this step by step? i tried adding an idle but the CK will crash each time i try to select or create a new Idle... can someone help please?
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Wed Jun 20, 2012 11:32 pm

It depends on the animation. What i would do is create a topic in a quest, a line of dialog that is blank, but specify in the dialogue window the idle animation you want to play. Then just use the 'say' AI package to say your line of dialog. It should then play the animation while speaking the dialogue
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Wed Jun 20, 2012 12:20 pm

?Cannot be accomplished only with an Ai Package?
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Wed Jun 20, 2012 2:34 pm

It depends on what animation you want them to play, if it's something like 'sleep' 'forge weapon' or 'till farm soil', then you can just place an idle marker in the map and use the AI package 'useIdleMarker'. There are idle markers for all kinds of animations.

E.g. if there is a blacksmithsharpenstoneidlemarker in the room, you give ur NPC a useidle package and they will go to the blacksmith sharpening stone and sharpen a sword.

I also think i read someone else mention that you can make your own idle markers, though I have never done that myself.
I think there is an example 'custom idle marker' in dawnsstarsanctuary, where cicero lays down in the torture room and pretends to be on his deathbed. You should look at that for an example.

Also, if you want them to play an idle animation while playing some other AI package, it really depends on what that other AI package is. You need to be more specific about what you're trying to do so others can help you out.
User avatar
MarilĂș
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Wed Jun 20, 2012 8:06 pm

I see, i want to make all SabreCats to play lets say the Feed animation while an AI Package to seach preyfact (condition to founddead, but i dont really know much about quests and dialogue, thats what i wanted to know if i could do it with only an AI Package, i guess i can be done if i create an specific SabreCat and place some Idle Markers, but i guess it cant be accomplished to ALL sabrecats running the same Package.
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Wed Jun 20, 2012 9:32 pm

BWA?? to put it plainly, NO. That will not work.

Here is what you can do:
You can create an 'observe dead' override package. I did this with a follower i'm making.

You create a quest (letts call it 'IdleSaberCatQuest' ) and make an alias reference to the nearest sabercat.
Then create a dialog in that quest so that the cat says something like 'rawr' and set the idle animation for that topic to be what you want.
Then you create a package called 'SabreCatFeedOnDead' and set it's interrupt override to 'observe dead'
use the package template 'say' to instruct your cat to say the 'rawr' dialog.
now in your quest 'idlesabercatquest' attach to your cat alias the package you created.

Now load into a room with a sabercat surrounded by dead bodies and use the console command to start your quest. You should see the sabercat go up to the dead body, play the 'rawr' dialog along with the animation you wanted. With a good reset quest you can constantly update this quest so every time the player approaches a sabercat near dead bodies, he will see that cat feasting on the dead bodies.

....... *time passes*
it looks like in a package you can assign a specific idle animation using the 'idle' tab without the CK crashing. But the minute you try to assign a preview actor the ck will crash, so you just have to preview your idles in-game. so mabee you can make one specific sabercat play an animation using an AI package, but ALL sabercats would require a quest.
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Wed Jun 20, 2012 10:40 pm

Then you create a package called 'SabreCatFeedOnDead' and set it's interrupt override to 'observe dead'

You mean Flag "Greet Corpse Behavior"? i also got lost in the make an alias reference to the nearest sabercat, i have never touched quests or dialogs... so all this kinda new, i am dont know exactly what option should i be looking for in the "Ref Alias" for nearest sabercat... could you detail step by step what should i be doing?
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Wed Jun 20, 2012 11:54 am

No, at the very top of the package dialog there is a drop-down menu labeled 'Interrupt Override' select that and one of the available choices is 'observe dead'

Then you can set, either on the actor, or an alias to an actor, under AI Packages 'Observe Dead Body Override Package'

What this means is, if your sabercat has a sandbox package, and the flag 'Greet Corpse Behavior' is checked, When the sandboxing sabercat see's a dead body it will execute your override package instead of the default.

(E.g. for humans they usually walk over to the dead body and say something like 'yikes, what happened?' or a guard will say 'i'll find out who did this!', but i applied an override to a particularly twisted character so when they see a dead body they crouch down over it and say 'mmmm, looks yummy' )


Aliases are super powerfull. Don't be afraid of them or quests. There are a lot of tabs and screens in a quest but sometimes you only have to use like one or two to accomplish huge things.

By 'ref alias for nearest saber cat' what i mean is on the reference alias screen select:

'Find Matching Reference' + 'In Loaded Area'+Closest'
and in the conditions window do something like:
GetIsRace==SabreCatRace


That means your alias will be filled with the closest actor of the sabrecat race in the same loaded area as the player

Watch this video to give you an idea of what aliases are and what they can do:
http://www.youtube.com/watch?v=Qfcet5hf5bs&feature=youtu.be&hd=1

My mind was kinda blown after I saw that.
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Wed Jun 20, 2012 2:12 pm

Oh i forgot about this thread, i found another easy way or doing what i wanted but i still want to learn what you wrote, thanks a lot!
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am


Return to V - Skyrim