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Old 06-22-2012, 01:04 PM   #1
Scorge
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Question NPC Animation's

Hello, I am wondering on how to make an NPC do a computer typing and fixing/engineering animation through scripting without starting a dialogue with the NPC. And for the NPC to repeat the animation after the dialogue. Thanks.


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Old 06-22-2012, 01:51 PM   #2
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I've looked into the animations.2da file and found the animations I need, the thing is; I need to somehow put it into a script that is entered into the OnHeartbeat area on the .utc


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Old 06-22-2012, 02:18 PM   #3
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Just add 100 infront of the number... so for example;
DelayCommand(0.8, AssignCommand(oSittingWalrusman, ActionPlayAnimation(10037, 1.0, 0.0)));

Or, if you find an animation you want in the nwnscript.nss, than just use that number only. For example;
DelayCommand(0.8, AssignCommand(oSittingWalrusman, ActionPlayAnimation(37, 1.0, 0.0)));
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Old 06-22-2012, 02:24 PM   #4
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Can I replace Walrusman with something else or does it have to be "Walrusman"?


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Old 06-22-2012, 03:33 PM   #5
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Just change it to whatever you've identified your object as earlier in the script. So you'd have something like this:

Delete all the colored text and replace it with what it tells your before you compile.

Code:
void main()
{

object o"Delete quotes and put whatever you want here" = GetObjectByTag("YOUR OBJECT'S TAG");

DelayCommand(0.8, AssignCommand(o"Whatever you put in the red above", ActionPlayAnimation(Your animation number, 1.0, How long you want it to run[-1.0 is looping forever])));

}
If it's a looping animation this would be the creature's onSpawn script, but if it's a fire forget animation it'd be in it's heartbeat script.


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Old 06-22-2012, 03:36 PM   #6
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Alright, thanks guys.


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