Ok, first a bit of an update about what I did and what my findings were:
I'm simply too lazy this morning to do loop a to cycle through all the animation constant integers. Or rather, I haven't scripted even something simple like that in so long I was too lazy to relearn it. But your idea is the best way to do it, Heneusa. What I did do was hook up an OnChat so the integers I spoke would be applied to the placeable. This was very quick for me to do and it got me 90% of what I wanted, anyway.
The model I used was c_antoine and I chose him because unlike most (all?) other creature models, he comes with a fairly complete set of animations and he's not supermodeled into anybody or anything. I was going to go with a tail but the sample I loaded up didn't have as many animations as I thought it should. Anyway, c_antoine's local animations (not supermodeled) keeps it tight and gives me the surety that if he didn't display an animation it wasn't because there was something breaking with the supermodeling. He's got bow, etc.
What I did was rename his model base to plc_a01 and export him (no need to reset the animroot because the anims are animrooted to the rootdummy instead of the modelbase). Then in a text editor (NotePad++ FTW) and changed his first few animation names to on, off, and a few other ones related to placeables. But I left the bulk of his animations untouched.
The results: No luck. Or, more accurately, no luck for integers other than the 200-203 range (which are for placeables) but no love for anybody else. Any attempts to get him to play animations other than those had absolutely no effect. It seems that placeables are more structured (animation-wise) than I thought. NWN, IMO, is overly forgiving as a general rule and I think the reason why it's so structured for placeable animations is because the states for placeables have a distinct pattern of flow whereas creature animations don't necessarily do. For instance, as a creature I could go from walking to spasming to casting a spell, say, and that would make "sense". Such is the unpredictable life of a creature model. But as a placeable (activatable placeables for example), there's a definite "flow" from
off to
off2on to
on to
on2off and so they're more rigid because their functioning dictates it. At least that's my hypothesis, anyway. Also, and I give this sort of thing more weight than others might, those off/off2on/on/on2off/open/close animation name strings are in a different part of the nwmain.exe than the other animations. Again, maybe a portend of nothing to anyone but me.
Want to play with it yourself? Download it
HERE. Extract the module to the modules folder, the plc_a01.mdl to your override folder and go to town. The antoine on the right will be moving when you first launch the module. He's set to "deactivated", the other is not moving- he's not set to anything. On loading just speak an integer and see what he does. It helps to have the NWN Lexicon open to the animation constants section. The OnChat script is called "chatanimfnf" but that's just because it doesn't include a duration or a speed in the ActionPlayAnimation- I was sending out durations and speeds in some of the other scripts I'd tried for OnChat and I just wanted to make sure that wasn't getting in the way of getting a FNF (like head turn) to play.
Rolo Kipp wrote...
*That* said, I enjoy using, er, working with helper-creatures :-) (witness my pathfinding searchers in the SummonPack script). And if that's the only way to get access to a large number of states, I'll gladly (or at least willingly) go that route.
If the placeable struct is simply too limited (only four anim structs) and we have to go the inanimate-animated creature route (I do *so* love oxymorons!), how could we:
1. Stop the object from considerately bumping out of the way of PCs? I.e. pin it in place?
2. Give it such a tiny pers space and big geometry that a PC could appear to be inside it (thinking of my floating ring of symbols? Hmm, perhaps having the walk-mesh/material part of creature off-center of the effect?
Those were some of the things I was hoping to avoid dealing with as well. Solutions like Failed.Bard's are going to come in handy to work around any issues like that. Basically whatever the least number of steps to get a creature completely immobile but still with the ability to play animations would be what I think I'm looking for.
Modifié par OldTimeRadio, 27 août 2011 - 06:17 .