Difference between revisions of "User talk:Rookwood"

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Hello everyone,
[['''Hail fair People
 
Welcome to my talk page!''']]Alex 13:41, 19 August 2010 (EDT)
I have a question: How would I make a certain weapon use a different attack animation Alex 17:31, 18 January 2010 (EST)
 
:Hi, welcome to the wiki! First an administrative note, please sign with <nowiki>~~~~</nowiki>. That will automatically insert your name (with a link) and the time and date. To answer your question; attack animations are linked to weapon types. Each type has its own attack animation. See [[Weapon]] for a list of the available weapon types. I hope that's a sufficient answer.
:--[[User:Qazaaq|Qazaaq]] 18:22, 18 January 2010 (EST)
 
::Hey thanks for your quick reply is there a way to add a new weapon type
::Alex 11:51, 19 January 2010 (EST)
 
:::The weapon types are hardcoded, so I'm afraid that's not possible. It may be possible to simulate it, but that would require extensive scripting.
:::--[[User:Qazaaq|Qazaaq]] 17:37, 20 January 2010 (EST)
 
Is there any tips or tutorials you could possibly link to abou that kind of scripting if possible please as the mod I'm making adds a sword that has a sharp point at the end but smooth sides and as it is looks very unrealistic - thanks for your help so far
Alex 17:26, 21 January 2010 (EST)
 
:You'll have better luck asking this on the {{Forums}}. I don't know how to approach this exactly (and I don't have time to figure it out), but I can give you a few pointers.
:*Easiest would be replacing the attack animations for the duration the weapon is equipped. Look into special animations, it's briefly explained on this page [[Animation Tab]] in the first paragraph. I'm not sure replacing attack animations is possible with this method. You'll need the [[OBSE]] function [http://obse.silverlock.org/obse_command_doc.html#GetSpecialAnims ToggleSpecialAnim] to toggle the attack animations on and off when the weapon is equipped and unequipped.
:*Harder would be overriding the attack animation each time it's played. You'll have to monitor the controls and take action when the player presses the attack button. Instead of playing the actual attack animation you'll have to make an animation with a higher priority as a special [[Idle Animations|idle animation]] and invoke that with [[PickIdle]].
:If you have any specific questions I may be able to answer them here, but I'd recommend opening a thread on the {{Forums}}.
:--[[User:Qazaaq|Qazaaq]] 06:46, 22 January 2010 (EST)
 
:Thank you for your advice my forum topic is [http://www.bethsoft.com/bgsforums/index.php?showtopic=1070565 here]
:Alex 16:05, 23 January 2010 (EST)
 
:I can't work out how to use the function GetMouseButtonPress I want it so that when I attack (click the left mouse button) it adds an animation token also I can't work out how to use ToggleSpecialAnim Here is my script
 
scn PointyStickAnim
Begin OnActorEquip AESPointyStick
player.ToggleSpecialAnim onehandattackright.kf
if GetMouseButtonPress == 1
player.additem pointystickanimationtoken 1
else
player.removeitem pointystickanimationtoken 1
Endif
Endif
End
:Alex 16:53, 24 January 2010 (EST)
 
::First, please do not e-mail members demanding attention to your questions; that's very rude. I check here when I can, and if I haven't checked, then it is because I am busy, or, perhaps, do not have an answer to your question.
 
::Anyway, if you want to do scripting, you're going to have to learn how to script properly. That means doing the [[My Second Script]] tutorial, and reading the various pages here and learning. For example, you have mis-matched if/else/elseif/endif statements in that script, so it probably doesn't even work. Second, OnActorEquip only works if the script is attached to the actor in question - assuming that you want this to work with the player, you can't do that, attaching a script to a player is a '''huge''' compatibility problem, assuming it even works (and I'm not sure it does). You should attach the script to the item, you should use [[GameMode]] and [[GetIsEquipped]], and then you should use ToggleSpecialAnim (which, by the way, needs you to pass a 1 after the filename to turn it on). Also, why are you adding the token at all? If the special anim works correctly, then it should replace the normal attack animation entirely - you shouldn't even have to detect button presses, it should ''just work''. Though, IIRC, it ''doesn't'', because special attack animations have problems (though I could very well be wrong on this point).
 
::If that's the case, this becomes ''far'' more complicated, because you need to play an Idle animation and do your own attack detection and hit detection. That's exceedingly difficult to do, and very much not something anyone is just going to be able to "tell you" how to do - that's a very advanced script, and something that you will largely have to be able to understand, write, and debug yourself.
::[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 17:27, 27 January 2010 (EST)
 
:::Sorry about that its just been a while since I had a decent reply and I just thought "that will work" not realising the concequences.
:::Alex 02:29, 28 January 2010 (EST)
 
::::[http://www.bethsoft.com/bgsforums/index.php?showtopic=1070565 The Forum Topic] is progressing faster than it is here so check there before replying
::::Alex 11:02, 30 January 2010 (EST)
 
:::::That is typically the case, which is why we recommend that people take questions to the Forum.
:::::[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 11:13, 30 January 2010 (EST)
 
I think people have run of things that are wrong with my script and things. could someone here have a look at it? [http://www.tesnexus.com/downloads/file.php?id=29658 here]
Alex 12:58, 1 February 2010 (EST)
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