Author Topic: Available PC Animations  (Read 834 times)

Legacy_Alleyslink

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Available PC Animations
« on: December 25, 2014, 05:19:38 pm »


               

If you create a NPC with scripting and choose to show the animation, the creature is dropped into the game. I would like to use that animation on players to simulate falling from a higher elevation, Is that animation available to use on players? If so how?



               
               

               
            

Legacy_Proleric

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« Reply #1 on: December 26, 2014, 12:02:04 am »


               I don't think that's available to PCs, but there are falling animations you can use, for example


http://neverwinterva...pt/rope-scripts


When back at my desk, I'll check which one I'm using now.
               
               

               
            

Legacy_Proleric

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« Reply #2 on: December 26, 2014, 09:44:52 am »


               

I'm using Failed Bard's animation from the CCC.


 



 


The jump / fall is first illustrated 35 seconds into the video.



               
               

               
            

Legacy_Alleyslink

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« Reply #3 on: December 26, 2014, 05:18:11 pm »


               

Thank you for those links. Those animations are nice, I could use them as an alternative but I was not thinking of adding climbing and jumping at this point.


 


The locations players would be falling from and to, though both on the same map, are not stacked vertically, due to walkmesh limitations.


 


I think I will port the player to the destination, make them invisible, knockdown then drop a clone NPC on top of them. It is a bit clunky, but is hak free.



               
               

               
            

Legacy_Pstemarie

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« Reply #4 on: December 27, 2014, 02:47:16 am »


               

Proleric, I'd like to extend my thanks as well. Looking over TheKrit's rope scripts led me to look at the original C.R.A.P entries. I'm glad I have C.R.A.P. now - and that my new module wasn't so far along that I couldn't integrate it. There is a lot of nice stuff in there that adds a lot of atmosphere to my module.



               
               

               
            

Legacy_ShadowM

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« Reply #5 on: December 27, 2014, 03:59:06 am »


               

I would also like to thank you for making these animations, as I working on my climbing / jumping system right now. I love the climb up animation etc.. I rather have a climb down animation instead of a jump down and would love a climbing across animation also.  I would love if these were in a separate phenotype I'm using a modified veai animations right now in the core set., you know for the jumping animation. It all great though and I can build off these as a base and do the changes myself. I looked at TheKrit climbing rope script, but do not see anything for handling henchmen and other associates. I debating on using a placable type system or tag base target system with the rope to bring other PC / henchmen to the rope holder.



               
               

               
            

Legacy_Proleric

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« Reply #6 on: December 27, 2014, 10:08:50 am »


               

True, the scripts don't handle companions. I just jump them to the PC shortly after the climbing animation (which happens automatically if it's an area transition, of course). Since I allow more than one companion, animating them one-by-one would, arguably, be tedious for players.


 


You might also want to block climbing if the party includes horses / mounts.


 


Thanks are due to The Krit, C.R.A.P. and Failed Bard for making the animations and scripts.