Author Topic: The sitting dead?  (Read 386 times)

Legacy_olivier leroux

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The sitting dead?
« on: November 19, 2010, 02:51:04 am »


               I know how to spawn in a corpse and I know how to make an NPC sit but can I spawn in a dead creature and make it sit, or make an NPC sit and kill it in a way that it remains sitting?

Thanks!
               
               

               
            

Legacy_Fester Pot

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The sitting dead?
« Reply #1 on: November 19, 2010, 03:20:55 am »


               Hmm...

I don't think you can because when a creature dies, it plays the ANIMATION_LOOPING_DEAD_BACK.

You could attempt to have an NPC sit in a chair, follow it by assigning enough damage to kill it and see what happens. My guess is the NPC will lay on the ground or vanish, depending on the settings - keep the NPC around or not after death.

FP!
               
               

               


                     Modifié par Fester Pot, 19 novembre 2010 - 03:21 .
                     
                  


            

Legacy_AngelRogue

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The sitting dead?
« Reply #2 on: November 19, 2010, 07:09:24 pm »


               What if he was to go into the ondeath script and remove that animation?
               
               

               
            

Legacy_Mudeye

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The sitting dead?
« Reply #3 on: November 19, 2010, 08:32:32 pm »


               There are several dead npc placeables.  If that would work.
               
               

               
            

Legacy_Avonos the Rogue

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The sitting dead?
« Reply #4 on: November 20, 2010, 03:36:26 am »


               I've never even considered applying animations to a corpse.  Some funny things could be done if this is so.  Sadly I have no clue as to if this is possible, but I'm interested in the answer.
               
               

               
            

Legacy_CalSailX

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The sitting dead?
« Reply #5 on: November 20, 2010, 05:49:02 am »


               If it is a parts based npc, I think you'll have to have it use a new phenotype where the animation ANIMATION_LOOPING_DEAD_BACK, while still accessed as such would be replaced by a dupe of the sitting animation. If it wasn't a parts based critter you could add a animation to it that would override the ANIMATION_LOOPING_DEAD_BACK in it's supermodel.



If there is a way to doing what you want with just scripting I'd love to see it, but I'm pretty sure the death animation to use is hardcoded into the engine.

               
               

               
            

Legacy_TSMDude

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The sitting dead?
« Reply #6 on: November 20, 2010, 01:14:04 pm »


               Destroy the corpse and use one of the semi sitting up dead npc placeables? Think there is ones for monsters as well as normal ones....
               
               

               
            

Legacy_olivier leroux

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The sitting dead?
« Reply #7 on: November 20, 2010, 02:10:33 pm »


               Too bad. I'm trying to build a mod without using haks or CEP so using sitting up dead npcs or creating new phenotypes (if I was able to do this) is out of the question. Anyway, thanks to everyone who tried to come up with a solution for my problem. '<img'>
               
               

               
            

Legacy_Builder_Anthony

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The sitting dead?
« Reply #8 on: November 20, 2010, 02:13:05 pm »


               All i can think of is haven them turned into stone ....statues scripts.
               
               

               
            

Legacy_ffbj

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The sitting dead?
« Reply #9 on: November 20, 2010, 04:50:37 pm »


               I have had it happen where an npc who has a normal script that causes them to sit will sometimes end up being dead sitting on a bench. So it is not impossible to do. The only thing I can figure is that somehow their normal script had a hold-over animation which was still in effect before they were killed and continued to play that animation. Mostly for me it was just an annoyance, as they would just set there, or sometimes stand over a bench but be dead.  Well this is the script that is the likely culprit, but it is set up to have guys sitdown when it's raining.  Of course it not a reliable way to do what you are asking, just pointing out that it can happen.
 

void main()
{
    object oSpawn = OBJECT_SELF;
    object oArea = GetArea(oSpawn);
    object oBase = GetNearestObjectByTag ("GuardBench");
    effect eRegenerate = EffectRegenerate(2, 6.0);
    location lWP = GetLocation(oBase);
     if (GetIsNight() || (GetWeather(oArea) == WEATHER_RAIN))
     {
    DelayCommand (1.0, ActionForceMoveToLocation(lWP,TRUE));
    DelayCommand (10.0, ActionSit(oBase));
    DelayCommand (12.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRegenerate, oSpawn, 30.0));
    }
}
               
               

               


                     Modifié par ffbj, 20 novembre 2010 - 05:02 .