force npc animations for a "cutscene"

Post » Mon Sep 09, 2013 11:28 am

Ok so i have been at this for hours now trying to make a hagraven play certain animations but it is NOT working. What i want to do is have a non-hostile hagraven stand at a certain point of my dungeon and then when the player enters a triggerbox it makes the hagraven do some animations to make it appear like it is "interacting" with the player as in noticing the player is there. I have tried multiple scripts and have resorted to this one (despite the CK's warning about effing up the npc) but it still doesn't work i have yet to successfully send an animation to the npc.

And also does it mean that ALL hagravens will be messed up or just mine (I duplicated the EncHagraven and changed its aggro to unaggressive and left everything else the same if that helps with the animation problems).

Any help would be greatly appreciated. Hag1 is the hagraven i tried it as an objectreference and an actor property with no luck

Scriptname TTcollapseScript extends ObjectReference  ObjectReference Property hw1 autosound property sound1 autoobjectreference property player1 autoobjectreference property hag1 autobool property playerOnly = TRUE auto;************************************Event onTriggerEnter(objectreference  TriggerRef)	Actor actorRef = triggerRef as Actor	if(actorRef == game.getPlayer())		Debug.SendAnimationEvent(hag1, "ConcentrationIntro")		utility.wait(1)		hw1.PlayGamebryoAnimation("AnimTrans01")		sound1.play(player1)		Game.ShakeCamera(afStrength = 0.5, afDuration = 4.0)		utility.wait(4)		game.shakecamera(afStrength = 0.1, afDuration = 1.0)		HW1W.disable()		HW2C.Enable()		sound2.play(player1)			self.disable()	EndIfendEvent;************************************ObjectReference Property HW1W  Auto  ObjectReference Property HW2C  Auto  Sound Property sound2  Auto  
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Brandon Bernardi
 
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