Author Topic: Attack animations?  (Read 406 times)

Legacy_yendys314

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Attack animations?
« on: January 04, 2011, 08:37:16 pm »


               I'm trying to script a cutscene for my first module(using the gestalt script libraries, if it matters), and I need two npcs to briefly attack the pc(one hit each).  I did find the animations constants list in the script editor, but none of them appear to be for attacks.  I could just script the npcs to be hostile, but I'm afraid that they'd actually kill the pc if someone played the module with a very frail character and had bad luck with the dice rolls, so I'd rather keep control of the situation by just pretending they attack.  Where can I find the animation constants for attacks?
               
               

               
            

Legacy_La Rose Noire

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Attack animations?
« Reply #1 on: January 04, 2011, 09:03:47 pm »


               You can put on NPC attacker a Strength of 3 and a melee weapon with no combat damage and malus like -5 to hit/-5 damage.
               
               

               
            

Legacy_yendys314

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Attack animations?
« Reply #2 on: January 04, 2011, 09:16:32 pm »


               But then wouldn't the PC play a dodge animation?  Is there a way to override the dodge animation that would automatically play, or replace it with another one of my choosing?
               
               

               
            

Legacy_kalbaern

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Attack animations?
« Reply #3 on: January 04, 2011, 09:34:08 pm »


               How about using a third NPC for the other two to attack. You could use cutscene invisibility and cutscene ghost effects to make him unseen and the ghost effect will allow placement almost directly atop the PC. With some positional tweaking and the right camera angles, I think it would be pretty convincing and not also damage the actual PC.
               
               

               
            

Legacy_yendys314

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Attack animations?
« Reply #4 on: January 05, 2011, 07:36:22 pm »


               

kalbaern wrote...

How about using a third NPC for the other two to attack. You could use cutscene invisibility and cutscene ghost effects to make him unseen and the ghost effect will allow placement almost directly atop the PC. With some positional tweaking and the right camera angles, I think it would be pretty convincing and not also damage the actual PC.


That's a good idea.  I'll look into how to do that - I'm still trying to learn how everything in the toolset works.  I'll probably have to change the angle I was showing the scene from(I had the camera swing out to the side, which would probably look horrible with this fix), but that's trivial.
               
               

               
            

Legacy_yendys314

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Attack animations?
« Reply #5 on: January 06, 2011, 12:31:18 am »


               The dodge animation ended up not being an issue, so I could use the easier implementation that La Rose Noire suggested.  The cutscene is looking passable now, if not great, but I'm happy with it for a first attempt.  I can make it more shiny later when I have a better grasp of the tools.  Thanks for the help. '<img'>

I'm having a bizarre issue with the camera now, though.  The camera used to start off facing the same direction as the PC when the module started, but a few reloads ago it started facing the opposite direction, so that I'm looking at my PC's face instead of the back of their head when the module loads.  This is before my cutscene even triggers.  I have no commands outside of the cutscene to move the camera, and I haven't changed the camera rotation commands in the cutscene since before this problem presented.  I didn't rotate the area the pc starts in, or move their starting location in any way, though I did rotate another area 180 degrees in the area editor.  Could that have affected it?